2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
90 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
95 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
96 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
97 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
98 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
99 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
100 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
101 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
102 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
103 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
104 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
105 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
106 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
107 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
108 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
109 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
110 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
111 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
112 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
113 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
115 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
116 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
117 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
118 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
119 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
120 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
121 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
122 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
124 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
125 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
127 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
129 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
130 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
131 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
134 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
135 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
137 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
138 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
139 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
140 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
141 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
142 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
143 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
144 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
145 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
147 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
148 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
149 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
150 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
151 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
153 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
154 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
155 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
156 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
158 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
159 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
160 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
161 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
162 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
163 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
164 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
166 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
167 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
168 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
169 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
171 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
173 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
175 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
177 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
178 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
179 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
180 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
181 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
182 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
183 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
185 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
187 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
189 extern cvar_t v_glslgamma;
191 extern qboolean v_flipped_state;
193 static struct r_bloomstate_s
198 int bloomwidth, bloomheight;
200 int screentexturewidth, screentextureheight;
201 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
203 int bloomtexturewidth, bloomtextureheight;
204 rtexture_t *texture_bloom;
206 // arrays for rendering the screen passes
207 float screentexcoord2f[8];
208 float bloomtexcoord2f[8];
209 float offsettexcoord2f[8];
211 r_viewport_t viewport;
215 r_waterstate_t r_waterstate;
217 /// shadow volume bsp struct with automatically growing nodes buffer
220 rtexture_t *r_texture_blanknormalmap;
221 rtexture_t *r_texture_white;
222 rtexture_t *r_texture_grey128;
223 rtexture_t *r_texture_black;
224 rtexture_t *r_texture_notexture;
225 rtexture_t *r_texture_whitecube;
226 rtexture_t *r_texture_normalizationcube;
227 rtexture_t *r_texture_fogattenuation;
228 rtexture_t *r_texture_fogheighttexture;
229 rtexture_t *r_texture_gammaramps;
230 unsigned int r_texture_gammaramps_serial;
231 //rtexture_t *r_texture_fogintensity;
232 rtexture_t *r_texture_reflectcube;
234 // TODO: hash lookups?
235 typedef struct cubemapinfo_s
242 int r_texture_numcubemaps;
243 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
245 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
246 unsigned int r_numqueries;
247 unsigned int r_maxqueries;
249 typedef struct r_qwskincache_s
251 char name[MAX_QPATH];
252 skinframe_t *skinframe;
256 static r_qwskincache_t *r_qwskincache;
257 static int r_qwskincache_size;
259 /// vertex coordinates for a quad that covers the screen exactly
260 extern const float r_screenvertex3f[12];
261 extern const float r_d3dscreenvertex3f[12];
262 const float r_screenvertex3f[12] =
269 const float r_d3dscreenvertex3f[12] =
277 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
280 for (i = 0;i < verts;i++)
291 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
294 for (i = 0;i < verts;i++)
304 // FIXME: move this to client?
307 if (gamemode == GAME_NEHAHRA)
309 Cvar_Set("gl_fogenable", "0");
310 Cvar_Set("gl_fogdensity", "0.2");
311 Cvar_Set("gl_fogred", "0.3");
312 Cvar_Set("gl_foggreen", "0.3");
313 Cvar_Set("gl_fogblue", "0.3");
315 r_refdef.fog_density = 0;
316 r_refdef.fog_red = 0;
317 r_refdef.fog_green = 0;
318 r_refdef.fog_blue = 0;
319 r_refdef.fog_alpha = 1;
320 r_refdef.fog_start = 0;
321 r_refdef.fog_end = 16384;
322 r_refdef.fog_height = 1<<30;
323 r_refdef.fog_fadedepth = 128;
324 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
327 static void R_BuildBlankTextures(void)
329 unsigned char data[4];
330 data[2] = 128; // normal X
331 data[1] = 128; // normal Y
332 data[0] = 255; // normal Z
333 data[3] = 128; // height
334 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
339 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
344 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
349 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
352 static void R_BuildNoTexture(void)
355 unsigned char pix[16][16][4];
356 // this makes a light grey/dark grey checkerboard texture
357 for (y = 0;y < 16;y++)
359 for (x = 0;x < 16;x++)
361 if ((y < 8) ^ (x < 8))
377 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
380 static void R_BuildWhiteCube(void)
382 unsigned char data[6*1*1*4];
383 memset(data, 255, sizeof(data));
384 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
387 static void R_BuildNormalizationCube(void)
391 vec_t s, t, intensity;
394 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
395 for (side = 0;side < 6;side++)
397 for (y = 0;y < NORMSIZE;y++)
399 for (x = 0;x < NORMSIZE;x++)
401 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
402 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
437 intensity = 127.0f / sqrt(DotProduct(v, v));
438 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
439 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
440 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
441 data[((side*64+y)*64+x)*4+3] = 255;
445 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
449 static void R_BuildFogTexture(void)
453 unsigned char data1[FOGWIDTH][4];
454 //unsigned char data2[FOGWIDTH][4];
457 r_refdef.fogmasktable_start = r_refdef.fog_start;
458 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
459 r_refdef.fogmasktable_range = r_refdef.fogrange;
460 r_refdef.fogmasktable_density = r_refdef.fog_density;
462 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
463 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
465 d = (x * r - r_refdef.fogmasktable_start);
466 if(developer_extra.integer)
467 Con_DPrintf("%f ", d);
469 if (r_fog_exp2.integer)
470 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
472 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
473 if(developer_extra.integer)
474 Con_DPrintf(" : %f ", alpha);
475 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
476 if(developer_extra.integer)
477 Con_DPrintf(" = %f\n", alpha);
478 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
481 for (x = 0;x < FOGWIDTH;x++)
483 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
488 //data2[x][0] = 255 - b;
489 //data2[x][1] = 255 - b;
490 //data2[x][2] = 255 - b;
493 if (r_texture_fogattenuation)
495 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
496 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
500 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
501 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
505 static void R_BuildFogHeightTexture(void)
507 unsigned char *inpixels;
515 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
516 if (r_refdef.fogheighttexturename[0])
517 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
520 r_refdef.fog_height_tablesize = 0;
521 if (r_texture_fogheighttexture)
522 R_FreeTexture(r_texture_fogheighttexture);
523 r_texture_fogheighttexture = NULL;
524 if (r_refdef.fog_height_table2d)
525 Mem_Free(r_refdef.fog_height_table2d);
526 r_refdef.fog_height_table2d = NULL;
527 if (r_refdef.fog_height_table1d)
528 Mem_Free(r_refdef.fog_height_table1d);
529 r_refdef.fog_height_table1d = NULL;
533 r_refdef.fog_height_tablesize = size;
534 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
535 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
536 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
538 // LordHavoc: now the magic - what is that table2d for? it is a cooked
539 // average fog color table accounting for every fog layer between a point
540 // and the camera. (Note: attenuation is handled separately!)
541 for (y = 0;y < size;y++)
543 for (x = 0;x < size;x++)
549 for (j = x;j <= y;j++)
551 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
557 for (j = x;j >= y;j--)
559 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
564 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
565 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
566 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
567 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
570 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
573 //=======================================================================================================================================================
575 static const char *builtinshaderstring =
576 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
577 "// written by Forest 'LordHavoc' Hale\n"
578 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
580 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
583 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
584 "#define USELIGHTMAP\n"
586 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
587 "#define USEEYEVECTOR\n"
590 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
591 "# extension GL_ARB_texture_rectangle : enable\n"
594 "#ifdef USESHADOWMAP2D\n"
595 "# ifdef GL_EXT_gpu_shader4\n"
596 "# extension GL_EXT_gpu_shader4 : enable\n"
598 "# ifdef GL_ARB_texture_gather\n"
599 "# extension GL_ARB_texture_gather : enable\n"
601 "# ifdef GL_AMD_texture_texture4\n"
602 "# extension GL_AMD_texture_texture4 : enable\n"
607 "#ifdef USESHADOWMAPCUBE\n"
608 "# extension GL_EXT_gpu_shader4 : enable\n"
611 "//#ifdef USESHADOWSAMPLER\n"
612 "//# extension GL_ARB_shadow : enable\n"
615 "//#ifdef __GLSL_CG_DATA_TYPES\n"
616 "//# define myhalf half\n"
617 "//# define myhalf2 half2\n"
618 "//# define myhalf3 half3\n"
619 "//# define myhalf4 half4\n"
621 "# define myhalf float\n"
622 "# define myhalf2 vec2\n"
623 "# define myhalf3 vec3\n"
624 "# define myhalf4 vec4\n"
627 "#ifdef VERTEX_SHADER\n"
628 "uniform mat4 ModelViewProjectionMatrix;\n"
631 "#ifdef MODE_DEPTH_OR_SHADOW\n"
632 "#ifdef VERTEX_SHADER\n"
635 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
638 "#else // !MODE_DEPTH_ORSHADOW\n"
643 "#ifdef MODE_SHOWDEPTH\n"
644 "#ifdef VERTEX_SHADER\n"
647 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
648 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
652 "#ifdef FRAGMENT_SHADER\n"
655 " gl_FragColor = gl_Color;\n"
658 "#else // !MODE_SHOWDEPTH\n"
663 "#ifdef MODE_POSTPROCESS\n"
664 "varying vec2 TexCoord1;\n"
665 "varying vec2 TexCoord2;\n"
667 "#ifdef VERTEX_SHADER\n"
670 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
671 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
673 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
678 "#ifdef FRAGMENT_SHADER\n"
679 "uniform sampler2D Texture_First;\n"
681 "uniform sampler2D Texture_Second;\n"
682 "uniform vec4 BloomColorSubtract;\n"
684 "#ifdef USEGAMMARAMPS\n"
685 "uniform sampler2D Texture_GammaRamps;\n"
687 "#ifdef USESATURATION\n"
688 "uniform float Saturation;\n"
690 "#ifdef USEVIEWTINT\n"
691 "uniform vec4 ViewTintColor;\n"
693 "//uncomment these if you want to use them:\n"
694 "uniform vec4 UserVec1;\n"
695 "uniform vec4 UserVec2;\n"
696 "// uniform vec4 UserVec3;\n"
697 "// uniform vec4 UserVec4;\n"
698 "// uniform float ClientTime;\n"
699 "uniform vec2 PixelSize;\n"
702 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
704 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
706 "#ifdef USEVIEWTINT\n"
707 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
710 "#ifdef USEPOSTPROCESSING\n"
711 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
712 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
713 " float sobel = 1.0;\n"
714 " // vec2 ts = textureSize(Texture_First, 0);\n"
715 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
716 " vec2 px = PixelSize;\n"
717 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
718 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
719 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
720 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
721 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
722 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
723 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
724 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
725 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
726 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
727 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
728 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
729 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
730 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
731 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
732 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
733 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
734 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
735 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
736 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
737 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
738 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
739 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
740 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
741 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
742 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
743 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
744 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
745 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
746 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
747 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
748 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
751 "#ifdef USESATURATION\n"
752 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
753 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
754 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
755 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
758 "#ifdef USEGAMMARAMPS\n"
759 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
760 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
761 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
765 "#else // !MODE_POSTPROCESS\n"
770 "#ifdef MODE_GENERIC\n"
771 "#ifdef USEDIFFUSE\n"
772 "varying vec2 TexCoord1;\n"
774 "#ifdef USESPECULAR\n"
775 "varying vec2 TexCoord2;\n"
777 "#ifdef VERTEX_SHADER\n"
780 " gl_FrontColor = gl_Color;\n"
781 "#ifdef USEDIFFUSE\n"
782 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
784 "#ifdef USESPECULAR\n"
785 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
787 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
791 "#ifdef FRAGMENT_SHADER\n"
792 "#ifdef USEDIFFUSE\n"
793 "uniform sampler2D Texture_First;\n"
795 "#ifdef USESPECULAR\n"
796 "uniform sampler2D Texture_Second;\n"
801 " gl_FragColor = gl_Color;\n"
802 "#ifdef USEDIFFUSE\n"
803 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
806 "#ifdef USESPECULAR\n"
807 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
808 "# ifdef USECOLORMAPPING\n"
809 " gl_FragColor *= tex2;\n"
812 " gl_FragColor += tex2;\n"
814 "# ifdef USEVERTEXTEXTUREBLEND\n"
815 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
820 "#else // !MODE_GENERIC\n"
825 "#ifdef MODE_BLOOMBLUR\n"
826 "varying TexCoord;\n"
827 "#ifdef VERTEX_SHADER\n"
830 " gl_FrontColor = gl_Color;\n"
831 " TexCoord = gl_MultiTexCoord0.xy;\n"
832 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
836 "#ifdef FRAGMENT_SHADER\n"
837 "uniform sampler2D Texture_First;\n"
838 "uniform vec4 BloomBlur_Parameters;\n"
843 " vec2 tc = TexCoord;\n"
844 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
845 " tc += BloomBlur_Parameters.xy;\n"
846 " for (i = 1;i < SAMPLES;i++)\n"
848 " color += texture2D(Texture_First, tc).rgb;\n"
849 " tc += BloomBlur_Parameters.xy;\n"
851 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
854 "#else // !MODE_BLOOMBLUR\n"
855 "#ifdef MODE_REFRACTION\n"
856 "varying vec2 TexCoord;\n"
857 "varying vec4 ModelViewProjectionPosition;\n"
858 "uniform mat4 TexMatrix;\n"
859 "#ifdef VERTEX_SHADER\n"
863 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
864 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
865 " ModelViewProjectionPosition = gl_Position;\n"
869 "#ifdef FRAGMENT_SHADER\n"
870 "uniform sampler2D Texture_Normal;\n"
871 "uniform sampler2D Texture_Refraction;\n"
872 "uniform sampler2D Texture_Reflection;\n"
874 "uniform vec4 DistortScaleRefractReflect;\n"
875 "uniform vec4 ScreenScaleRefractReflect;\n"
876 "uniform vec4 ScreenCenterRefractReflect;\n"
877 "uniform vec4 RefractColor;\n"
878 "uniform vec4 ReflectColor;\n"
879 "uniform float ReflectFactor;\n"
880 "uniform float ReflectOffset;\n"
884 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
885 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
886 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
887 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
888 " // FIXME temporary hack to detect the case that the reflection\n"
889 " // gets blackened at edges due to leaving the area that contains actual\n"
891 " // Remove this 'ack once we have a better way to stop this thing from\n"
893 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
894 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
895 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
896 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
897 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
898 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
901 "#else // !MODE_REFRACTION\n"
906 "#ifdef MODE_WATER\n"
907 "varying vec2 TexCoord;\n"
908 "varying vec3 EyeVector;\n"
909 "varying vec4 ModelViewProjectionPosition;\n"
910 "#ifdef VERTEX_SHADER\n"
911 "uniform vec3 EyePosition;\n"
912 "uniform mat4 TexMatrix;\n"
916 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
917 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
918 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
919 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
920 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
921 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
922 " ModelViewProjectionPosition = gl_Position;\n"
926 "#ifdef FRAGMENT_SHADER\n"
927 "uniform sampler2D Texture_Normal;\n"
928 "uniform sampler2D Texture_Refraction;\n"
929 "uniform sampler2D Texture_Reflection;\n"
931 "uniform vec4 DistortScaleRefractReflect;\n"
932 "uniform vec4 ScreenScaleRefractReflect;\n"
933 "uniform vec4 ScreenCenterRefractReflect;\n"
934 "uniform vec4 RefractColor;\n"
935 "uniform vec4 ReflectColor;\n"
936 "uniform float ReflectFactor;\n"
937 "uniform float ReflectOffset;\n"
941 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
942 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
943 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
944 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
945 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
946 " // FIXME temporary hack to detect the case that the reflection\n"
947 " // gets blackened at edges due to leaving the area that contains actual\n"
949 " // Remove this 'ack once we have a better way to stop this thing from\n"
951 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
952 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
953 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
954 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
955 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
956 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
957 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
958 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
959 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
960 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
961 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
962 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
965 "#else // !MODE_WATER\n"
970 "// common definitions between vertex shader and fragment shader:\n"
972 "varying vec2 TexCoord;\n"
973 "#ifdef USEVERTEXTEXTUREBLEND\n"
974 "varying vec2 TexCoord2;\n"
976 "#ifdef USELIGHTMAP\n"
977 "varying vec2 TexCoordLightmap;\n"
980 "#ifdef MODE_LIGHTSOURCE\n"
981 "varying vec3 CubeVector;\n"
984 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
985 "varying vec3 LightVector;\n"
988 "#ifdef USEEYEVECTOR\n"
989 "varying vec3 EyeVector;\n"
992 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
995 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
996 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
997 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
998 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1001 "#ifdef USEREFLECTION\n"
1002 "varying vec4 ModelViewProjectionPosition;\n"
1004 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1005 "uniform vec3 LightPosition;\n"
1006 "varying vec4 ModelViewPosition;\n"
1009 "#ifdef MODE_LIGHTSOURCE\n"
1010 "uniform vec3 LightPosition;\n"
1012 "uniform vec3 EyePosition;\n"
1013 "#ifdef MODE_LIGHTDIRECTION\n"
1014 "uniform vec3 LightDir;\n"
1016 "uniform vec4 FogPlane;\n"
1018 "#ifdef USESHADOWMAPORTHO\n"
1019 "varying vec3 ShadowMapTC;\n"
1026 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1028 "// fragment shader specific:\n"
1029 "#ifdef FRAGMENT_SHADER\n"
1031 "uniform sampler2D Texture_Normal;\n"
1032 "uniform sampler2D Texture_Color;\n"
1033 "uniform sampler2D Texture_Gloss;\n"
1035 "uniform sampler2D Texture_Glow;\n"
1037 "#ifdef USEVERTEXTEXTUREBLEND\n"
1038 "uniform sampler2D Texture_SecondaryNormal;\n"
1039 "uniform sampler2D Texture_SecondaryColor;\n"
1040 "uniform sampler2D Texture_SecondaryGloss;\n"
1042 "uniform sampler2D Texture_SecondaryGlow;\n"
1045 "#ifdef USECOLORMAPPING\n"
1046 "uniform sampler2D Texture_Pants;\n"
1047 "uniform sampler2D Texture_Shirt;\n"
1050 "#ifdef USEFOGHEIGHTTEXTURE\n"
1051 "uniform sampler2D Texture_FogHeightTexture;\n"
1053 "uniform sampler2D Texture_FogMask;\n"
1055 "#ifdef USELIGHTMAP\n"
1056 "uniform sampler2D Texture_Lightmap;\n"
1058 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1059 "uniform sampler2D Texture_Deluxemap;\n"
1061 "#ifdef USEREFLECTION\n"
1062 "uniform sampler2D Texture_Reflection;\n"
1065 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1066 "uniform sampler2D Texture_ScreenDepth;\n"
1067 "uniform sampler2D Texture_ScreenNormalMap;\n"
1069 "#ifdef USEDEFERREDLIGHTMAP\n"
1070 "uniform sampler2D Texture_ScreenDiffuse;\n"
1071 "uniform sampler2D Texture_ScreenSpecular;\n"
1074 "uniform myhalf3 Color_Pants;\n"
1075 "uniform myhalf3 Color_Shirt;\n"
1076 "uniform myhalf3 FogColor;\n"
1079 "uniform float FogRangeRecip;\n"
1080 "uniform float FogPlaneViewDist;\n"
1081 "uniform float FogHeightFade;\n"
1082 "vec3 FogVertex(vec3 surfacecolor)\n"
1084 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1085 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1087 "#ifdef USEFOGHEIGHTTEXTURE\n"
1088 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1089 " fogfrac = fogheightpixel.a;\n"
1090 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1092 "# ifdef USEFOGOUTSIDE\n"
1093 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1095 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1097 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1102 "#ifdef USEOFFSETMAPPING\n"
1103 "uniform float OffsetMapping_Scale;\n"
1104 "vec2 OffsetMapping(vec2 TexCoord)\n"
1106 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1107 " // 14 sample relief mapping: linear search and then binary search\n"
1108 " // this basically steps forward a small amount repeatedly until it finds\n"
1109 " // itself inside solid, then jitters forward and back using decreasing\n"
1110 " // amounts to find the impact\n"
1111 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1112 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1113 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1114 " vec3 RT = vec3(TexCoord, 1);\n"
1115 " OffsetVector *= 0.1;\n"
1116 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1118 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1119 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1120 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1121 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1122 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1123 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1124 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1125 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1126 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1127 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1128 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1129 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1132 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1133 " // this basically moves forward the full distance, and then backs up based\n"
1134 " // on height of samples\n"
1135 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1136 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1137 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1138 " TexCoord += OffsetVector;\n"
1139 " OffsetVector *= 0.333;\n"
1140 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1141 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1142 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1143 " return TexCoord;\n"
1146 "#endif // USEOFFSETMAPPING\n"
1148 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1149 "uniform sampler2D Texture_Attenuation;\n"
1150 "uniform samplerCube Texture_Cube;\n"
1153 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1155 "#ifdef USESHADOWMAPRECT\n"
1156 "# ifdef USESHADOWSAMPLER\n"
1157 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1159 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1163 "#ifdef USESHADOWMAP2D\n"
1164 "# ifdef USESHADOWSAMPLER\n"
1165 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1167 "uniform sampler2D Texture_ShadowMap2D;\n"
1171 "#ifdef USESHADOWMAPVSDCT\n"
1172 "uniform samplerCube Texture_CubeProjection;\n"
1175 "#ifdef USESHADOWMAPCUBE\n"
1176 "# ifdef USESHADOWSAMPLER\n"
1177 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1179 "uniform samplerCube Texture_ShadowMapCube;\n"
1183 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1184 "uniform vec2 ShadowMap_TextureScale;\n"
1185 "uniform vec4 ShadowMap_Parameters;\n"
1188 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1189 "# ifdef USESHADOWMAPORTHO\n"
1190 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1192 "# ifdef USESHADOWMAPVSDCT\n"
1193 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1195 " vec3 adir = abs(dir);\n"
1196 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1197 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1198 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1201 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1203 " vec3 adir = abs(dir);\n"
1204 " float ma = adir.z;\n"
1205 " vec4 proj = vec4(dir, 2.5);\n"
1206 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1207 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1208 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1209 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1213 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1215 "#ifdef USESHADOWMAPCUBE\n"
1216 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1218 " vec3 adir = abs(dir);\n"
1219 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1223 "# ifdef USESHADOWMAPRECT\n"
1224 "float ShadowMapCompare(vec3 dir)\n"
1226 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1228 "# ifdef USESHADOWSAMPLER\n"
1230 "# ifdef USESHADOWMAPPCF\n"
1231 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1232 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1234 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1239 "# ifdef USESHADOWMAPPCF\n"
1240 "# if USESHADOWMAPPCF > 1\n"
1241 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1242 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1243 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1244 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1245 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1246 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1247 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1248 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1250 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1251 " vec2 offset = fract(shadowmaptc.xy);\n"
1252 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1253 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1254 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1255 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1256 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1259 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1263 "# ifdef USESHADOWMAPORTHO\n"
1264 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1271 "# ifdef USESHADOWMAP2D\n"
1272 "float ShadowMapCompare(vec3 dir)\n"
1274 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1277 "# ifdef USESHADOWSAMPLER\n"
1278 "# ifdef USESHADOWMAPPCF\n"
1279 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1280 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1281 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1283 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1286 "# ifdef USESHADOWMAPPCF\n"
1287 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1288 "# ifdef GL_ARB_texture_gather\n"
1289 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1291 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1293 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1294 "# if USESHADOWMAPPCF > 1\n"
1295 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1296 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1297 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1298 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1299 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1300 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1301 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1302 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1303 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1304 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1305 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1306 " locols.yz += group2.ab;\n"
1307 " hicols.yz += group8.rg;\n"
1308 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1309 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1310 " mix(locols, hicols, offset.y);\n"
1311 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1312 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1313 " f = dot(cols, vec4(1.0/25.0));\n"
1315 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1316 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1317 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1318 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1319 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1320 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1321 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1324 "# ifdef GL_EXT_gpu_shader4\n"
1325 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1327 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1329 "# if USESHADOWMAPPCF > 1\n"
1330 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1331 " center *= ShadowMap_TextureScale;\n"
1332 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1333 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1334 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1335 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1336 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1337 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1339 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1340 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1341 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1342 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1343 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1344 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1348 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1351 "# ifdef USESHADOWMAPORTHO\n"
1352 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1359 "# ifdef USESHADOWMAPCUBE\n"
1360 "float ShadowMapCompare(vec3 dir)\n"
1362 " // apply depth texture cubemap as light filter\n"
1363 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1365 "# ifdef USESHADOWSAMPLER\n"
1366 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1368 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1373 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1374 "#endif // FRAGMENT_SHADER\n"
1379 "#ifdef MODE_DEFERREDGEOMETRY\n"
1380 "#ifdef VERTEX_SHADER\n"
1381 "uniform mat4 TexMatrix;\n"
1382 "#ifdef USEVERTEXTEXTUREBLEND\n"
1383 "uniform mat4 BackgroundTexMatrix;\n"
1385 "uniform mat4 ModelViewMatrix;\n"
1388 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 " gl_FrontColor = gl_Color;\n"
1391 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1394 " // transform unnormalized eye direction into tangent space\n"
1395 "#ifdef USEOFFSETMAPPING\n"
1396 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1397 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1398 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1399 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1402 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1403 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1404 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1405 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1407 "#endif // VERTEX_SHADER\n"
1409 "#ifdef FRAGMENT_SHADER\n"
1412 "#ifdef USEOFFSETMAPPING\n"
1413 " // apply offsetmapping\n"
1414 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1415 "#define TexCoord TexCoordOffset\n"
1418 "#ifdef USEALPHAKILL\n"
1419 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1423 "#ifdef USEVERTEXTEXTUREBLEND\n"
1424 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1425 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1426 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1427 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1430 "#ifdef USEVERTEXTEXTUREBLEND\n"
1431 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1432 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1434 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1435 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1438 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1440 "#endif // FRAGMENT_SHADER\n"
1441 "#else // !MODE_DEFERREDGEOMETRY\n"
1446 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1447 "#ifdef VERTEX_SHADER\n"
1448 "uniform mat4 ModelViewMatrix;\n"
1451 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1452 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1454 "#endif // VERTEX_SHADER\n"
1456 "#ifdef FRAGMENT_SHADER\n"
1457 "uniform mat4 ViewToLight;\n"
1458 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1459 "uniform vec2 ScreenToDepth;\n"
1460 "uniform myhalf3 DeferredColor_Ambient;\n"
1461 "uniform myhalf3 DeferredColor_Diffuse;\n"
1462 "#ifdef USESPECULAR\n"
1463 "uniform myhalf3 DeferredColor_Specular;\n"
1464 "uniform myhalf SpecularPower;\n"
1466 "uniform myhalf2 PixelToScreenTexCoord;\n"
1469 " // calculate viewspace pixel position\n"
1470 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1472 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1473 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1474 " // decode viewspace pixel normal\n"
1475 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1476 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1477 " // surfacenormal = pixel normal in viewspace\n"
1478 " // LightVector = pixel to light in viewspace\n"
1479 " // CubeVector = position in lightspace\n"
1480 " // eyevector = pixel to view in viewspace\n"
1481 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1482 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1483 "#ifdef USEDIFFUSE\n"
1484 " // calculate diffuse shading\n"
1485 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1486 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1488 "#ifdef USESPECULAR\n"
1489 " // calculate directional shading\n"
1490 " vec3 eyevector = position * -1.0;\n"
1491 "# ifdef USEEXACTSPECULARMATH\n"
1492 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1494 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1495 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1499 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1500 " fade *= ShadowMapCompare(CubeVector);\n"
1503 "#ifdef USEDIFFUSE\n"
1504 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1506 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1508 "#ifdef USESPECULAR\n"
1509 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1511 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1514 "# ifdef USECUBEFILTER\n"
1515 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1516 " gl_FragData[0].rgb *= cubecolor;\n"
1517 " gl_FragData[1].rgb *= cubecolor;\n"
1520 "#endif // FRAGMENT_SHADER\n"
1521 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1526 "#ifdef VERTEX_SHADER\n"
1527 "uniform mat4 TexMatrix;\n"
1528 "#ifdef USEVERTEXTEXTUREBLEND\n"
1529 "uniform mat4 BackgroundTexMatrix;\n"
1531 "#ifdef MODE_LIGHTSOURCE\n"
1532 "uniform mat4 ModelToLight;\n"
1534 "#ifdef USESHADOWMAPORTHO\n"
1535 "uniform mat4 ShadowMapMatrix;\n"
1539 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1540 " gl_FrontColor = gl_Color;\n"
1542 " // copy the surface texcoord\n"
1543 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1544 "#ifdef USEVERTEXTEXTUREBLEND\n"
1545 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1547 "#ifdef USELIGHTMAP\n"
1548 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1551 "#ifdef MODE_LIGHTSOURCE\n"
1552 " // transform vertex position into light attenuation/cubemap space\n"
1553 " // (-1 to +1 across the light box)\n"
1554 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1556 "# ifdef USEDIFFUSE\n"
1557 " // transform unnormalized light direction into tangent space\n"
1558 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1559 " // normalize it per pixel)\n"
1560 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1561 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1562 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1563 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1567 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1568 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1569 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1570 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1573 " // transform unnormalized eye direction into tangent space\n"
1574 "#ifdef USEEYEVECTOR\n"
1575 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1576 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1577 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1578 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1582 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1583 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1586 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1587 " VectorS = gl_MultiTexCoord1.xyz;\n"
1588 " VectorT = gl_MultiTexCoord2.xyz;\n"
1589 " VectorR = gl_MultiTexCoord3.xyz;\n"
1592 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1593 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1595 "#ifdef USESHADOWMAPORTHO\n"
1596 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1599 "#ifdef USEREFLECTION\n"
1600 " ModelViewProjectionPosition = gl_Position;\n"
1603 "#endif // VERTEX_SHADER\n"
1608 "#ifdef FRAGMENT_SHADER\n"
1609 "#ifdef USEDEFERREDLIGHTMAP\n"
1610 "uniform myhalf2 PixelToScreenTexCoord;\n"
1611 "uniform myhalf3 DeferredMod_Diffuse;\n"
1612 "uniform myhalf3 DeferredMod_Specular;\n"
1614 "uniform myhalf3 Color_Ambient;\n"
1615 "uniform myhalf3 Color_Diffuse;\n"
1616 "uniform myhalf3 Color_Specular;\n"
1617 "uniform myhalf SpecularPower;\n"
1619 "uniform myhalf3 Color_Glow;\n"
1621 "uniform myhalf Alpha;\n"
1622 "#ifdef USEREFLECTION\n"
1623 "uniform vec4 DistortScaleRefractReflect;\n"
1624 "uniform vec4 ScreenScaleRefractReflect;\n"
1625 "uniform vec4 ScreenCenterRefractReflect;\n"
1626 "uniform myhalf4 ReflectColor;\n"
1628 "#ifdef USEREFLECTCUBE\n"
1629 "uniform mat4 ModelToReflectCube;\n"
1630 "uniform sampler2D Texture_ReflectMask;\n"
1631 "uniform samplerCube Texture_ReflectCube;\n"
1633 "#ifdef MODE_LIGHTDIRECTION\n"
1634 "uniform myhalf3 LightColor;\n"
1636 "#ifdef MODE_LIGHTSOURCE\n"
1637 "uniform myhalf3 LightColor;\n"
1641 "#ifdef USEOFFSETMAPPING\n"
1642 " // apply offsetmapping\n"
1643 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1644 "#define TexCoord TexCoordOffset\n"
1647 " // combine the diffuse textures (base, pants, shirt)\n"
1648 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1649 "#ifdef USEALPHAKILL\n"
1650 " if (color.a < 0.5)\n"
1653 " color.a *= Alpha;\n"
1654 "#ifdef USECOLORMAPPING\n"
1655 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1657 "#ifdef USEVERTEXTEXTUREBLEND\n"
1658 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1659 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1660 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1661 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1663 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1666 " // get the surface normal\n"
1667 "#ifdef USEVERTEXTEXTUREBLEND\n"
1668 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1670 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1673 " // get the material colors\n"
1674 " myhalf3 diffusetex = color.rgb;\n"
1675 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1676 "# ifdef USEVERTEXTEXTUREBLEND\n"
1677 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1679 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1683 "#ifdef USEREFLECTCUBE\n"
1684 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1685 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1686 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1687 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1693 "#ifdef MODE_LIGHTSOURCE\n"
1694 " // light source\n"
1695 "#ifdef USEDIFFUSE\n"
1696 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1697 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1698 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1699 "#ifdef USESPECULAR\n"
1700 "#ifdef USEEXACTSPECULARMATH\n"
1701 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1703 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1704 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1706 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1709 " color.rgb = diffusetex * Color_Ambient;\n"
1711 " color.rgb *= LightColor;\n"
1712 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1713 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1714 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1716 "# ifdef USECUBEFILTER\n"
1717 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1719 "#endif // MODE_LIGHTSOURCE\n"
1724 "#ifdef MODE_LIGHTDIRECTION\n"
1726 "#ifdef USEDIFFUSE\n"
1727 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1729 "#define lightcolor LightColor\n"
1730 "#endif // MODE_LIGHTDIRECTION\n"
1731 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1733 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1734 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1735 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1736 " // convert modelspace light vector to tangentspace\n"
1737 " myhalf3 lightnormal;\n"
1738 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1739 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1740 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1741 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1742 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1743 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1744 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1745 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1746 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1747 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1748 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1749 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1750 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1751 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1752 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1754 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1755 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1756 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1762 "#ifdef MODE_LIGHTMAP\n"
1763 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1764 "#endif // MODE_LIGHTMAP\n"
1765 "#ifdef MODE_VERTEXCOLOR\n"
1766 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1767 "#endif // MODE_VERTEXCOLOR\n"
1768 "#ifdef MODE_FLATCOLOR\n"
1769 " color.rgb = diffusetex * Color_Ambient;\n"
1770 "#endif // MODE_FLATCOLOR\n"
1776 "# ifdef USEDIFFUSE\n"
1777 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1778 "# ifdef USESPECULAR\n"
1779 "# ifdef USEEXACTSPECULARMATH\n"
1780 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1782 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1783 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1785 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1787 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1790 " color.rgb = diffusetex * Color_Ambient;\n"
1794 "#ifdef USESHADOWMAPORTHO\n"
1795 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1798 "#ifdef USEDEFERREDLIGHTMAP\n"
1799 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1800 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1801 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1805 "#ifdef USEVERTEXTEXTUREBLEND\n"
1806 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1808 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1813 " color.rgb = FogVertex(color.rgb);\n"
1816 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1817 "#ifdef USEREFLECTION\n"
1818 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1819 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1820 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1821 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1822 " // FIXME temporary hack to detect the case that the reflection\n"
1823 " // gets blackened at edges due to leaving the area that contains actual\n"
1825 " // Remove this 'ack once we have a better way to stop this thing from\n"
1827 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1828 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1829 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1830 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1831 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1832 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1835 " gl_FragColor = vec4(color);\n"
1837 "#endif // FRAGMENT_SHADER\n"
1839 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1840 "#endif // !MODE_DEFERREDGEOMETRY\n"
1841 "#endif // !MODE_WATER\n"
1842 "#endif // !MODE_REFRACTION\n"
1843 "#endif // !MODE_BLOOMBLUR\n"
1844 "#endif // !MODE_GENERIC\n"
1845 "#endif // !MODE_POSTPROCESS\n"
1846 "#endif // !MODE_SHOWDEPTH\n"
1847 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1851 =========================================================================================================================================================
1855 =========================================================================================================================================================
1859 =========================================================================================================================================================
1863 =========================================================================================================================================================
1867 =========================================================================================================================================================
1871 =========================================================================================================================================================
1875 =========================================================================================================================================================
1878 const char *builtincgshaderstring =
1879 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1880 "// written by Forest 'LordHavoc' Hale\n"
1881 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1883 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1884 "#if defined(USEREFLECTION)\n"
1885 "#undef USESHADOWMAPORTHO\n"
1888 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1891 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1892 "#define USELIGHTMAP\n"
1894 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1895 "#define USEEYEVECTOR\n"
1898 "#ifdef FRAGMENT_SHADER\n"
1900 "//#undef USESHADOWMAPPCF\n"
1901 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1902 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1904 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1908 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1909 "#ifdef VERTEX_SHADER\n"
1912 "float4 gl_Vertex : POSITION,\n"
1913 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1914 "out float4 gl_Position : POSITION,\n"
1915 "out float Depth : TEXCOORD0\n"
1918 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1919 " Depth = gl_Position.z;\n"
1923 "#ifdef FRAGMENT_SHADER\n"
1926 "float Depth : TEXCOORD0,\n"
1927 "out float4 gl_FragColor : COLOR\n"
1930 "// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1931 " float3 temp = float3(Depth,Depth*256.0,Depth*65536.0);\n"
1932 " temp.yz -= floor(temp.yz);\n"
1933 " gl_FragColor = float4(temp,0);\n"
1934 "// gl_FragColor = float4(Depth,0,0,0);\n"
1937 "#else // !MODE_DEPTH_ORSHADOW\n"
1942 "#ifdef MODE_SHOWDEPTH\n"
1943 "#ifdef VERTEX_SHADER\n"
1946 "float4 gl_Vertex : POSITION,\n"
1947 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1948 "out float4 gl_Position : POSITION,\n"
1949 "out float4 gl_FrontColor : COLOR0\n"
1952 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1953 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1957 "#ifdef FRAGMENT_SHADER\n"
1960 "float4 gl_FrontColor : COLOR0,\n"
1961 "out float4 gl_FragColor : COLOR\n"
1964 " gl_FragColor = gl_FrontColor;\n"
1967 "#else // !MODE_SHOWDEPTH\n"
1972 "#ifdef MODE_POSTPROCESS\n"
1974 "#ifdef VERTEX_SHADER\n"
1977 "float4 gl_Vertex : POSITION,\n"
1978 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1979 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1980 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1981 "out float4 gl_Position : POSITION,\n"
1982 "out float2 TexCoord1 : TEXCOORD0,\n"
1983 "out float2 TexCoord2 : TEXCOORD1\n"
1986 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1987 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1989 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1994 "#ifdef FRAGMENT_SHADER\n"
1997 "float2 TexCoord1 : TEXCOORD0,\n"
1998 "float2 TexCoord2 : TEXCOORD1,\n"
1999 "uniform sampler Texture_First : register(s0),\n"
2001 "uniform sampler Texture_Second : register(s1),\n"
2003 "#ifdef USEGAMMARAMPS\n"
2004 "uniform sampler Texture_GammaRamps : register(s2),\n"
2006 "#ifdef USESATURATION\n"
2007 "uniform float Saturation : register(c30),\n"
2009 "#ifdef USEVIEWTINT\n"
2010 "uniform float4 ViewTintColor : register(c41),\n"
2012 "uniform float4 UserVec1 : register(c37),\n"
2013 "uniform float4 UserVec2 : register(c38),\n"
2014 "uniform float4 UserVec3 : register(c39),\n"
2015 "uniform float4 UserVec4 : register(c40),\n"
2016 "uniform float ClientTime : register(c2),\n"
2017 "uniform float2 PixelSize : register(c25),\n"
2018 "uniform float4 BloomColorSubtract : register(c43),\n"
2019 "out float4 gl_FragColor : COLOR\n"
2022 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
2024 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
2026 "#ifdef USEVIEWTINT\n"
2027 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
2030 "#ifdef USEPOSTPROCESSING\n"
2031 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
2032 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
2033 " float sobel = 1.0;\n"
2034 " // float2 ts = textureSize(Texture_First, 0);\n"
2035 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
2036 " float2 px = PixelSize;\n"
2037 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
2038 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
2039 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
2040 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
2041 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
2042 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
2043 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
2044 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
2045 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
2046 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
2047 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
2048 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
2049 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
2050 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
2051 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
2052 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
2053 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
2054 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
2055 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
2056 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
2057 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
2058 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2059 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2060 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2061 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2062 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2063 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2064 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2065 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2066 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2067 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2068 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2071 "#ifdef USESATURATION\n"
2072 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2073 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2074 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2075 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2078 "#ifdef USEGAMMARAMPS\n"
2079 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2080 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2081 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2085 "#else // !MODE_POSTPROCESS\n"
2090 "#ifdef MODE_GENERIC\n"
2091 "#ifdef VERTEX_SHADER\n"
2094 "float4 gl_Vertex : POSITION,\n"
2095 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2096 "float4 gl_Color : COLOR0,\n"
2097 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2098 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2099 "out float4 gl_Position : POSITION,\n"
2100 "out float4 gl_FrontColor : COLOR,\n"
2101 "out float2 TexCoord1 : TEXCOORD0,\n"
2102 "out float2 TexCoord2 : TEXCOORD1\n"
2106 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2108 " gl_FrontColor = gl_Color; // Cg is forward\n"
2110 "#ifdef USEDIFFUSE\n"
2111 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2113 "#ifdef USESPECULAR\n"
2114 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2116 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2120 "#ifdef FRAGMENT_SHADER\n"
2124 "float4 gl_FrontColor : COLOR0,\n"
2125 "float2 TexCoord1 : TEXCOORD0,\n"
2126 "float2 TexCoord2 : TEXCOORD1,\n"
2127 "#ifdef USEDIFFUSE\n"
2128 "uniform sampler Texture_First : register(s0),\n"
2130 "#ifdef USESPECULAR\n"
2131 "uniform sampler Texture_Second : register(s1),\n"
2133 "out float4 gl_FragColor : COLOR\n"
2136 " gl_FragColor = gl_FrontColor;\n"
2137 "#ifdef USEDIFFUSE\n"
2138 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2141 "#ifdef USESPECULAR\n"
2142 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2143 "# ifdef USECOLORMAPPING\n"
2144 " gl_FragColor *= tex2;\n"
2147 " gl_FragColor += tex2;\n"
2149 "# ifdef USEVERTEXTEXTUREBLEND\n"
2150 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2155 "#else // !MODE_GENERIC\n"
2160 "#ifdef MODE_BLOOMBLUR\n"
2161 "#ifdef VERTEX_SHADER\n"
2164 "float4 gl_Vertex : POSITION,\n"
2165 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2166 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2167 "out float4 gl_Position : POSITION,\n"
2168 "out float2 TexCoord : TEXCOORD0\n"
2171 " TexCoord = gl_MultiTexCoord0.xy;\n"
2172 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2176 "#ifdef FRAGMENT_SHADER\n"
2180 "float2 TexCoord : TEXCOORD0,\n"
2181 "uniform sampler Texture_First : register(s0),\n"
2182 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2183 "out float4 gl_FragColor : COLOR\n"
2187 " float2 tc = TexCoord;\n"
2188 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2189 " tc += BloomBlur_Parameters.xy;\n"
2190 " for (i = 1;i < SAMPLES;i++)\n"
2192 " color += tex2D(Texture_First, tc).rgb;\n"
2193 " tc += BloomBlur_Parameters.xy;\n"
2195 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2198 "#else // !MODE_BLOOMBLUR\n"
2199 "#ifdef MODE_REFRACTION\n"
2200 "#ifdef VERTEX_SHADER\n"
2203 "float4 gl_Vertex : POSITION,\n"
2204 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2205 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2206 "uniform float4x4 TexMatrix : register(c0),\n"
2207 "uniform float3 EyePosition : register(c24),\n"
2208 "out float4 gl_Position : POSITION,\n"
2209 "out float2 TexCoord : TEXCOORD0,\n"
2210 "out float3 EyeVector : TEXCOORD1,\n"
2211 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2214 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2215 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2216 " ModelViewProjectionPosition = gl_Position;\n"
2220 "#ifdef FRAGMENT_SHADER\n"
2223 "float2 TexCoord : TEXCOORD0,\n"
2224 "float3 EyeVector : TEXCOORD1,\n"
2225 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2226 "uniform sampler Texture_Normal : register(s0),\n"
2227 "uniform sampler Texture_Refraction : register(s3),\n"
2228 "uniform sampler Texture_Reflection : register(s7),\n"
2229 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2230 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2231 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2232 "uniform float4 RefractColor : register(c29),\n"
2233 "out float4 gl_FragColor : COLOR\n"
2236 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2237 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2238 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2239 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2240 " // FIXME temporary hack to detect the case that the reflection\n"
2241 " // gets blackened at edges due to leaving the area that contains actual\n"
2243 " // Remove this 'ack once we have a better way to stop this thing from\n"
2245 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2250 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2253 "#else // !MODE_REFRACTION\n"
2258 "#ifdef MODE_WATER\n"
2259 "#ifdef VERTEX_SHADER\n"
2263 "float4 gl_Vertex : POSITION,\n"
2264 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2265 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2266 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2267 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2268 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2269 "uniform float4x4 TexMatrix : register(c0),\n"
2270 "uniform float3 EyePosition : register(c24),\n"
2271 "out float4 gl_Position : POSITION,\n"
2272 "out float2 TexCoord : TEXCOORD0,\n"
2273 "out float3 EyeVector : TEXCOORD1,\n"
2274 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2277 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2278 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2279 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2280 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2281 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2282 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2283 " ModelViewProjectionPosition = gl_Position;\n"
2287 "#ifdef FRAGMENT_SHADER\n"
2290 "float2 TexCoord : TEXCOORD0,\n"
2291 "float3 EyeVector : TEXCOORD1,\n"
2292 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2293 "uniform sampler Texture_Normal : register(s0),\n"
2294 "uniform sampler Texture_Refraction : register(s3),\n"
2295 "uniform sampler Texture_Reflection : register(s7),\n"
2296 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2297 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2298 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2299 "uniform float4 RefractColor : register(c29),\n"
2300 "uniform float4 ReflectColor : register(c26),\n"
2301 "uniform float ReflectFactor : register(c27),\n"
2302 "uniform float ReflectOffset : register(c28),\n"
2303 "out float4 gl_FragColor : COLOR\n"
2306 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2307 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2308 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2309 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2310 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xyxy * DistortScaleRefractReflect;\n"
2311 " // FIXME temporary hack to detect the case that the reflection\n"
2312 " // gets blackened at edges due to leaving the area that contains actual\n"
2314 " // Remove this 'ack once we have a better way to stop this thing from\n"
2316 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2317 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2318 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2319 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2320 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2321 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2322 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2323 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2324 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2325 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2326 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2327 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2330 "#else // !MODE_WATER\n"
2335 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2337 "// fragment shader specific:\n"
2338 "#ifdef FRAGMENT_SHADER\n"
2341 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2344 "#ifdef USEFOGHEIGHTTEXTURE\n"
2345 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2346 " fogfrac = fogheightpixel.a;\n"
2347 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2349 "# ifdef USEFOGOUTSIDE\n"
2350 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2352 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2354 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2359 "#ifdef USEOFFSETMAPPING\n"
2360 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2362 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2363 " // 14 sample relief mapping: linear search and then binary search\n"
2364 " // this basically steps forward a small amount repeatedly until it finds\n"
2365 " // itself inside solid, then jitters forward and back using decreasing\n"
2366 " // amounts to find the impact\n"
2367 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2368 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2369 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2370 " float3 RT = float3(TexCoord, 1);\n"
2371 " OffsetVector *= 0.1;\n"
2372 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2373 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2374 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2375 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2376 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2377 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2378 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2379 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2380 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2381 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2382 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2383 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2384 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2385 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2388 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2389 " // this basically moves forward the full distance, and then backs up based\n"
2390 " // on height of samples\n"
2391 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2392 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2393 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2394 " TexCoord += OffsetVector;\n"
2395 " OffsetVector *= 0.333;\n"
2396 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2397 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2398 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2399 " return TexCoord;\n"
2402 "#endif // USEOFFSETMAPPING\n"
2404 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2405 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2406 "# ifdef USESHADOWMAPORTHO\n"
2407 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2409 "# ifdef USESHADOWMAPVSDCT\n"
2410 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2412 " float3 adir = abs(dir);\n"
2413 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2414 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2415 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2418 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2420 " float3 adir = abs(dir);\n"
2421 " float ma = adir.z;\n"
2422 " float4 proj = float4(dir, 2.5);\n"
2423 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2424 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2426 " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2428 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2429 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2434 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2436 "#ifdef USESHADOWMAPCUBE\n"
2437 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2439 " float3 adir = abs(dir);\n"
2440 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2444 "# ifdef USESHADOWMAPRECT\n"
2445 "#ifdef USESHADOWMAPVSDCT\n"
2446 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2448 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2451 "#ifdef USESHADOWMAPVSDCT\n"
2452 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2454 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2457 "# ifdef USESHADOWSAMPLER\n"
2459 "# ifdef USESHADOWMAPPCF\n"
2460 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2461 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2463 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2468 "# ifdef USESHADOWMAPPCF\n"
2469 "# if USESHADOWMAPPCF > 1\n"
2470 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2471 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2472 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2473 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2474 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2475 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2476 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2477 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2479 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2480 " float2 offset = frac(shadowmaptc.xy);\n"
2481 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2482 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2483 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2484 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2485 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2488 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2492 "# ifdef USESHADOWMAPORTHO\n"
2493 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2500 "# ifdef USESHADOWMAP2D\n"
2501 "#ifdef USESHADOWMAPVSDCT\n"
2502 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2504 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2507 "#ifdef USESHADOWMAPVSDCT\n"
2508 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2510 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2514 "# ifdef USESHADOWSAMPLER\n"
2515 "# ifdef USESHADOWMAPPCF\n"
2516 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2517 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2518 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2520 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2523 "# ifdef USESHADOWMAPPCF\n"
2524 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2525 "# ifdef GL_ARB_texture_gather\n"
2526 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2528 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2530 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2531 "# if USESHADOWMAPPCF > 1\n"
2532 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2533 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2534 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2535 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2536 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2537 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2538 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2539 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2540 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2541 " float4 locols = float4(group1.ab, group3.ab);\n"
2542 " float4 hicols = float4(group7.rg, group9.rg);\n"
2543 " locols.yz += group2.ab;\n"
2544 " hicols.yz += group8.rg;\n"
2545 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2546 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2547 " lerp(locols, hicols, offset.y);\n"
2548 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2549 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2550 " f = dot(cols, float4(1.0/25.0));\n"
2552 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2553 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2554 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2555 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2556 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2557 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2558 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2561 "# ifdef GL_EXT_gpu_shader4\n"
2562 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2564 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2566 "# if USESHADOWMAPPCF > 1\n"
2567 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2568 " center *= ShadowMap_TextureScale;\n"
2569 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2570 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2571 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2572 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2573 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2574 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2576 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2577 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2578 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2579 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2580 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2581 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2585 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2588 "# ifdef USESHADOWMAPORTHO\n"
2589 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2596 "# ifdef USESHADOWMAPCUBE\n"
2597 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2599 " // apply depth texture cubemap as light filter\n"
2600 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2602 "# ifdef USESHADOWSAMPLER\n"
2603 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2605 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2610 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2611 "#endif // FRAGMENT_SHADER\n"
2616 "#ifdef MODE_DEFERREDGEOMETRY\n"
2617 "#ifdef VERTEX_SHADER\n"
2620 "float4 gl_Vertex : POSITION,\n"
2621 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2622 "#ifdef USEVERTEXTEXTUREBLEND\n"
2623 "float4 gl_Color : COLOR0,\n"
2625 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2626 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2627 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2628 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2629 "uniform float4x4 TexMatrix : register(c0),\n"
2630 "#ifdef USEVERTEXTEXTUREBLEND\n"
2631 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2633 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2634 "#ifdef USEOFFSETMAPPING\n"
2635 "uniform float3 EyePosition : register(c24),\n"
2637 "out float4 gl_Position : POSITION,\n"
2638 "out float4 gl_FrontColor : COLOR,\n"
2639 "out float4 TexCoordBoth : TEXCOORD0,\n"
2640 "#ifdef USEOFFSETMAPPING\n"
2641 "out float3 EyeVector : TEXCOORD2,\n"
2643 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2644 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2645 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2648 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2649 "#ifdef USEVERTEXTEXTUREBLEND\n"
2651 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2653 " gl_FrontColor = gl_Color; // Cg is forward\n"
2655 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2658 " // transform unnormalized eye direction into tangent space\n"
2659 "#ifdef USEOFFSETMAPPING\n"
2660 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2661 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2662 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2663 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2666 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2667 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2668 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2669 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2671 "#endif // VERTEX_SHADER\n"
2673 "#ifdef FRAGMENT_SHADER\n"
2676 "float4 TexCoordBoth : TEXCOORD0,\n"
2677 "float3 EyeVector : TEXCOORD2,\n"
2678 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2679 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2680 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2681 "uniform sampler Texture_Normal : register(s0),\n"
2682 "#ifdef USEALPHAKILL\n"
2683 "uniform sampler Texture_Color : register(s1),\n"
2685 "uniform sampler Texture_Gloss : register(s2),\n"
2686 "#ifdef USEVERTEXTEXTUREBLEND\n"
2687 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2688 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2690 "#ifdef USEOFFSETMAPPING\n"
2691 "uniform float OffsetMapping_Scale : register(c24),\n"
2693 "uniform half SpecularPower : register(c36),\n"
2694 "out float4 gl_FragColor : COLOR\n"
2697 " float2 TexCoord = TexCoordBoth.xy;\n"
2698 "#ifdef USEOFFSETMAPPING\n"
2699 " // apply offsetmapping\n"
2700 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2701 "#define TexCoord TexCoordOffset\n"
2704 "#ifdef USEALPHAKILL\n"
2705 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2709 "#ifdef USEVERTEXTEXTUREBLEND\n"
2710 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2711 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2712 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2713 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2716 "#ifdef USEVERTEXTEXTUREBLEND\n"
2717 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2718 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2720 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2721 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2724 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2726 "#endif // FRAGMENT_SHADER\n"
2727 "#else // !MODE_DEFERREDGEOMETRY\n"
2732 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2733 "#ifdef VERTEX_SHADER\n"
2736 "float4 gl_Vertex : POSITION,\n"
2737 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2738 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2739 "out float4 gl_Position : POSITION,\n"
2740 "out float4 ModelViewPosition : TEXCOORD0\n"
2743 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2744 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2746 "#endif // VERTEX_SHADER\n"
2748 "#ifdef FRAGMENT_SHADER\n"
2752 "float2 Pixel : VPOS,\n"
2754 "float2 Pixel : WPOS,\n"
2756 "float4 ModelViewPosition : TEXCOORD0,\n"
2757 "uniform float4x4 ViewToLight : register(c44),\n"
2758 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2759 "uniform float3 LightPosition : register(c23),\n"
2760 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2761 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2762 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2763 "#ifdef USESPECULAR\n"
2764 "uniform half3 DeferredColor_Specular : register(c11),\n"
2765 "uniform half SpecularPower : register(c36),\n"
2767 "uniform sampler Texture_Attenuation : register(s9),\n"
2768 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2769 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2771 "#ifdef USECUBEFILTER\n"
2772 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2775 "#ifdef USESHADOWMAPRECT\n"
2776 "# ifdef USESHADOWSAMPLER\n"
2777 "uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
2779 "uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
2783 "#ifdef USESHADOWMAP2D\n"
2784 "# ifdef USESHADOWSAMPLER\n"
2785 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2787 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2791 "#ifdef USESHADOWMAPVSDCT\n"
2792 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2795 "#ifdef USESHADOWMAPCUBE\n"
2796 "# ifdef USESHADOWSAMPLER\n"
2797 "uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
2799 "uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
2803 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2804 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2805 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2808 "out float4 gl_FragData0 : COLOR0,\n"
2809 "out float4 gl_FragData1 : COLOR1\n"
2812 " // calculate viewspace pixel position\n"
2813 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2814 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2815 " float3 position;\n"
2816 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2817 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2818 " // decode viewspace pixel normal\n"
2819 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2820 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2821 " // surfacenormal = pixel normal in viewspace\n"
2822 " // LightVector = pixel to light in viewspace\n"
2823 " // CubeVector = position in lightspace\n"
2824 " // eyevector = pixel to view in viewspace\n"
2825 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2826 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2827 "#ifdef USEDIFFUSE\n"
2828 " // calculate diffuse shading\n"
2829 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2830 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2832 "#ifdef USESPECULAR\n"
2833 " // calculate directional shading\n"
2834 " float3 eyevector = position * -1.0;\n"
2835 "# ifdef USEEXACTSPECULARMATH\n"
2836 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2838 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2839 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2843 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2844 " fade *= ShadowMapCompare(CubeVector,\n"
2845 "# if defined(USESHADOWMAP2D)\n"
2846 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2848 "# if defined(USESHADOWMAPRECT)\n"
2849 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2851 "# if defined(USESHADOWMAPCUBE)\n"
2852 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2855 "#ifdef USESHADOWMAPVSDCT\n"
2856 ", Texture_CubeProjection\n"
2861 "#ifdef USEDIFFUSE\n"
2862 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2864 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2866 "#ifdef USESPECULAR\n"
2867 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2869 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2872 "# ifdef USECUBEFILTER\n"
2873 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2874 " gl_FragData0.rgb *= cubecolor;\n"
2875 " gl_FragData1.rgb *= cubecolor;\n"
2878 "#endif // FRAGMENT_SHADER\n"
2879 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2884 "#ifdef VERTEX_SHADER\n"
2887 "float4 gl_Vertex : POSITION,\n"
2888 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2889 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2890 "float4 gl_Color : COLOR0,\n"
2892 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2893 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2894 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2895 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2896 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2898 "uniform float3 EyePosition : register(c24),\n"
2899 "uniform float4x4 TexMatrix : register(c0),\n"
2900 "#ifdef USEVERTEXTEXTUREBLEND\n"
2901 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2903 "#ifdef MODE_LIGHTSOURCE\n"
2904 "uniform float4x4 ModelToLight : register(c20),\n"
2906 "#ifdef MODE_LIGHTSOURCE\n"
2907 "uniform float3 LightPosition : register(c27),\n"
2909 "#ifdef MODE_LIGHTDIRECTION\n"
2910 "uniform float3 LightDir : register(c26),\n"
2912 "uniform float4 FogPlane : register(c25),\n"
2913 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2914 "uniform float3 LightPosition : register(c27),\n"
2916 "#ifdef USESHADOWMAPORTHO\n"
2917 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2920 "out float4 gl_FrontColor : COLOR,\n"
2921 "out float4 TexCoordBoth : TEXCOORD0,\n"
2922 "#ifdef USELIGHTMAP\n"
2923 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2925 "#ifdef USEEYEVECTOR\n"
2926 "out float3 EyeVector : TEXCOORD2,\n"
2928 "#ifdef USEREFLECTION\n"
2929 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2932 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2934 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2935 "out float3 LightVector : TEXCOORD1,\n"
2937 "#ifdef MODE_LIGHTSOURCE\n"
2938 "out float3 CubeVector : TEXCOORD3,\n"
2940 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2941 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2942 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2943 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2945 "#ifdef USESHADOWMAPORTHO\n"
2946 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2948 "out float4 gl_Position : POSITION\n"
2951 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2953 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2955 " gl_FrontColor = gl_Color; // Cg is forward\n"
2958 " // copy the surface texcoord\n"
2959 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2960 "#ifdef USEVERTEXTEXTUREBLEND\n"
2961 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2963 "#ifdef USELIGHTMAP\n"
2964 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2967 "#ifdef MODE_LIGHTSOURCE\n"
2968 " // transform vertex position into light attenuation/cubemap space\n"
2969 " // (-1 to +1 across the light box)\n"
2970 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2972 "# ifdef USEDIFFUSE\n"
2973 " // transform unnormalized light direction into tangent space\n"
2974 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2975 " // normalize it per pixel)\n"
2976 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2977 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2978 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2979 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2983 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2984 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2985 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2986 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2989 " // transform unnormalized eye direction into tangent space\n"
2990 "#ifdef USEEYEVECTOR\n"
2991 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2992 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2993 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2994 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2998 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2999 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
3002 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3003 " VectorS = gl_MultiTexCoord1.xyz;\n"
3004 " VectorT = gl_MultiTexCoord2.xyz;\n"
3005 " VectorR = gl_MultiTexCoord3.xyz;\n"
3008 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
3009 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
3011 "#ifdef USESHADOWMAPORTHO\n"
3012 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
3015 "#ifdef USEREFLECTION\n"
3016 " ModelViewProjectionPosition = gl_Position;\n"
3019 "#endif // VERTEX_SHADER\n"
3024 "#ifdef FRAGMENT_SHADER\n"
3027 "#ifdef USEDEFERREDLIGHTMAP\n"
3029 "float2 Pixel : VPOS,\n"
3031 "float2 Pixel : WPOS,\n"
3034 "float4 gl_FrontColor : COLOR,\n"
3035 "float4 TexCoordBoth : TEXCOORD0,\n"
3036 "#ifdef USELIGHTMAP\n"
3037 "float2 TexCoordLightmap : TEXCOORD1,\n"
3039 "#ifdef USEEYEVECTOR\n"
3040 "float3 EyeVector : TEXCOORD2,\n"
3042 "#ifdef USEREFLECTION\n"
3043 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
3046 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
3048 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
3049 "float3 LightVector : TEXCOORD1,\n"
3051 "#ifdef MODE_LIGHTSOURCE\n"
3052 "float3 CubeVector : TEXCOORD3,\n"
3054 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3055 "float4 ModelViewPosition : TEXCOORD0,\n"
3057 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
3058 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
3059 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
3060 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
3062 "#ifdef USESHADOWMAPORTHO\n"
3063 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
3066 "uniform sampler Texture_Normal : register(s0),\n"
3067 "uniform sampler Texture_Color : register(s1),\n"
3068 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3069 "uniform sampler Texture_Gloss : register(s2),\n"
3072 "uniform sampler Texture_Glow : register(s3),\n"
3074 "#ifdef USEVERTEXTEXTUREBLEND\n"
3075 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
3076 "uniform sampler Texture_SecondaryColor : register(s5),\n"
3077 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3078 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
3081 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
3084 "#ifdef USECOLORMAPPING\n"
3085 "uniform sampler Texture_Pants : register(s4),\n"
3086 "uniform sampler Texture_Shirt : register(s7),\n"
3089 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
3090 "uniform sampler Texture_FogMask : register(s8),\n"
3092 "#ifdef USELIGHTMAP\n"
3093 "uniform sampler Texture_Lightmap : register(s9),\n"
3095 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
3096 "uniform sampler Texture_Deluxemap : register(s10),\n"
3098 "#ifdef USEREFLECTION\n"
3099 "uniform sampler Texture_Reflection : register(s7),\n"
3102 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3103 "uniform sampler Texture_ScreenDepth : register(s13),\n"
3104 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
3106 "#ifdef USEDEFERREDLIGHTMAP\n"
3107 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
3108 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
3111 "#ifdef USECOLORMAPPING\n"
3112 "uniform half3 Color_Pants : register(c7),\n"
3113 "uniform half3 Color_Shirt : register(c8),\n"
3116 "uniform float3 FogColor : register(c16),\n"
3117 "uniform float FogRangeRecip : register(c20),\n"
3118 "uniform float FogPlaneViewDist : register(c19),\n"
3119 "uniform float FogHeightFade : register(c17),\n"
3122 "#ifdef USEOFFSETMAPPING\n"
3123 "uniform float OffsetMapping_Scale : register(c24),\n"
3126 "#ifdef USEDEFERREDLIGHTMAP\n"
3127 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3128 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3129 "uniform half3 DeferredMod_Specular : register(c13),\n"
3131 "uniform half3 Color_Ambient : register(c3),\n"
3132 "uniform half3 Color_Diffuse : register(c4),\n"
3133 "uniform half3 Color_Specular : register(c5),\n"
3134 "uniform half SpecularPower : register(c36),\n"
3136 "uniform half3 Color_Glow : register(c6),\n"
3138 "uniform half Alpha : register(c0),\n"
3139 "#ifdef USEREFLECTION\n"
3140 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3141 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3142 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3143 "uniform half4 ReflectColor : register(c26),\n"
3145 "#ifdef USEREFLECTCUBE\n"
3146 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3147 "uniform sampler Texture_ReflectMask : register(s5),\n"
3148 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3150 "#ifdef MODE_LIGHTDIRECTION\n"
3151 "uniform half3 LightColor : register(c21),\n"
3153 "#ifdef MODE_LIGHTSOURCE\n"
3154 "uniform half3 LightColor : register(c21),\n"
3157 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3158 "uniform sampler Texture_Attenuation : register(s9),\n"
3159 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3162 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3164 "#ifdef USESHADOWMAPRECT\n"
3165 "# ifdef USESHADOWSAMPLER\n"
3166 "uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
3168 "uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
3172 "#ifdef USESHADOWMAP2D\n"
3173 "# ifdef USESHADOWSAMPLER\n"
3174 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
3176 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
3180 "#ifdef USESHADOWMAPVSDCT\n"
3181 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3184 "#ifdef USESHADOWMAPCUBE\n"
3185 "# ifdef USESHADOWSAMPLER\n"
3186 "uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
3188 "uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
3192 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3193 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3194 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3196 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3198 "out float4 gl_FragColor : COLOR\n"
3201 " float2 TexCoord = TexCoordBoth.xy;\n"
3202 "#ifdef USEVERTEXTEXTUREBLEND\n"
3203 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3205 "#ifdef USEOFFSETMAPPING\n"
3206 " // apply offsetmapping\n"
3207 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3208 "#define TexCoord TexCoordOffset\n"
3211 " // combine the diffuse textures (base, pants, shirt)\n"
3212 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3213 "#ifdef USEALPHAKILL\n"
3214 " if (color.a < 0.5)\n"
3217 " color.a *= Alpha;\n"
3218 "#ifdef USECOLORMAPPING\n"
3219 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3221 "#ifdef USEVERTEXTEXTUREBLEND\n"
3222 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3223 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3224 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3225 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3227 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3230 " // get the surface normal\n"
3231 "#ifdef USEVERTEXTEXTUREBLEND\n"
3232 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3234 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3237 " // get the material colors\n"
3238 " half3 diffusetex = color.rgb;\n"
3239 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3240 "# ifdef USEVERTEXTEXTUREBLEND\n"
3241 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3243 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3247 "#ifdef USEREFLECTCUBE\n"
3248 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3249 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3250 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3251 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3257 "#ifdef MODE_LIGHTSOURCE\n"
3258 " // light source\n"
3259 "#ifdef USEDIFFUSE\n"
3260 " half3 lightnormal = half3(normalize(LightVector));\n"
3261 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3262 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3263 "#ifdef USESPECULAR\n"
3264 "#ifdef USEEXACTSPECULARMATH\n"
3265 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3267 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3268 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3270 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3273 " color.rgb = diffusetex * Color_Ambient;\n"
3275 " color.rgb *= LightColor;\n"
3276 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3277 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3278 " color.rgb *= half(ShadowMapCompare(CubeVector,\n"
3279 "# if defined(USESHADOWMAP2D)\n"
3280 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3282 "# if defined(USESHADOWMAPRECT)\n"
3283 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3285 "# if defined(USESHADOWMAPCUBE)\n"
3286 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3289 "#ifdef USESHADOWMAPVSDCT\n"
3290 ", Texture_CubeProjection\n"
3295 "# ifdef USECUBEFILTER\n"
3296 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3299 "#ifdef USESHADOWMAP2D\n"
3300 "#ifdef USESHADOWMAPVSDCT\n"
3301 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3302 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale).rgb);\n"
3303 "// color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xyz * float3(ShadowMap_TextureScale,1.0));\n"
3304 "// color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale));\n"
3306 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3307 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3308 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale).rgb);\n"
3309 "// color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xyz * float3(ShadowMap_TextureScale,1.0));\n"
3310 "// color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale));\n"
3311 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3312 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3313 "// color.r = half(shadowmaptc.z);\n"
3317 "// color.rgb = half3(1,1,1);\n"
3318 "#endif // MODE_LIGHTSOURCE\n"
3323 "#ifdef MODE_LIGHTDIRECTION\n"
3325 "#ifdef USEDIFFUSE\n"
3326 " half3 lightnormal = half3(normalize(LightVector));\n"
3328 "#define lightcolor LightColor\n"
3329 "#endif // MODE_LIGHTDIRECTION\n"
3330 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3332 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3333 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3334 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3335 " // convert modelspace light vector to tangentspace\n"
3336 " half3 lightnormal;\n"
3337 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3338 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3339 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3340 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3341 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3342 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3343 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3344 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3345 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3346 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3347 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3348 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3349 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3350 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3351 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3353 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3354 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3355 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3361 "#ifdef MODE_LIGHTMAP\n"
3362 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3363 "#endif // MODE_LIGHTMAP\n"
3364 "#ifdef MODE_VERTEXCOLOR\n"
3365 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3366 "#endif // MODE_VERTEXCOLOR\n"
3367 "#ifdef MODE_FLATCOLOR\n"
3368 " color.rgb = diffusetex * Color_Ambient;\n"
3369 "#endif // MODE_FLATCOLOR\n"
3375 "# ifdef USEDIFFUSE\n"
3376 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3377 "# ifdef USESPECULAR\n"
3378 "# ifdef USEEXACTSPECULARMATH\n"
3379 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3381 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3382 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3384 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3386 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3389 " color.rgb = diffusetex * Color_Ambient;\n"
3393 "#ifdef USESHADOWMAPORTHO\n"
3394 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3395 "# if defined(USESHADOWMAP2D)\n"
3396 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3398 "# if defined(USESHADOWMAPRECT)\n"
3399 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3404 "#ifdef USEDEFERREDLIGHTMAP\n"
3405 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3406 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3407 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3411 "#ifdef USEVERTEXTEXTUREBLEND\n"
3412 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3414 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3419 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3422 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3423 "#ifdef USEREFLECTION\n"
3424 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3425 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3426 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3427 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3428 " // FIXME temporary hack to detect the case that the reflection\n"
3429 " // gets blackened at edges due to leaving the area that contains actual\n"
3431 " // Remove this 'ack once we have a better way to stop this thing from\n"
3433 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3434 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3435 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3436 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3437 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3438 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3441 " gl_FragColor = float4(color);\n"
3443 "#endif // FRAGMENT_SHADER\n"
3445 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3446 "#endif // !MODE_DEFERREDGEOMETRY\n"
3447 "#endif // !MODE_WATER\n"
3448 "#endif // !MODE_REFRACTION\n"
3449 "#endif // !MODE_BLOOMBLUR\n"
3450 "#endif // !MODE_GENERIC\n"
3451 "#endif // !MODE_POSTPROCESS\n"
3452 "#endif // !MODE_SHOWDEPTH\n"
3453 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3456 char *glslshaderstring = NULL;
3457 char *cgshaderstring = NULL;
3458 char *hlslshaderstring = NULL;
3460 //=======================================================================================================================================================
3462 typedef struct shaderpermutationinfo_s
3464 const char *pretext;
3467 shaderpermutationinfo_t;
3469 typedef struct shadermodeinfo_s
3471 const char *vertexfilename;
3472 const char *geometryfilename;
3473 const char *fragmentfilename;
3474 const char *pretext;
3479 typedef enum shaderpermutation_e
3481 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3482 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3483 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3484 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3485 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3486 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3487 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3488 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3489 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3490 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3491 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3492 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3493 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3494 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3495 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3496 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3497 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3498 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3499 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3500 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3501 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3502 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3503 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3504 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3505 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3506 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3507 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3508 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3509 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3510 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3511 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3513 shaderpermutation_t;
3515 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3516 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3518 {"#define USEDIFFUSE\n", " diffuse"},
3519 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3520 {"#define USEVIEWTINT\n", " viewtint"},
3521 {"#define USECOLORMAPPING\n", " colormapping"},
3522 {"#define USESATURATION\n", " saturation"},
3523 {"#define USEFOGINSIDE\n", " foginside"},
3524 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3525 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3526 {"#define USEGAMMARAMPS\n", " gammaramps"},
3527 {"#define USECUBEFILTER\n", " cubefilter"},
3528 {"#define USEGLOW\n", " glow"},
3529 {"#define USEBLOOM\n", " bloom"},
3530 {"#define USESPECULAR\n", " specular"},
3531 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3532 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3533 {"#define USEREFLECTION\n", " reflection"},
3534 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3535 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3536 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3537 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3538 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3539 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3540 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3541 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3542 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3543 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3544 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3545 {"#define USEALPHAKILL\n", " alphakill"},
3546 {"#define USEREFLECTCUBE\n", " reflectcube"},
3549 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3550 typedef enum shadermode_e
3552 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3553 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3554 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3555 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3556 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3557 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3558 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3559 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3560 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3561 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3562 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3563 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3564 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3565 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3566 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3571 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3572 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3574 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3575 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3576 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3577 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3578 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3579 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3580 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3581 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3582 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3583 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3584 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3585 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3586 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3587 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3588 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3592 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3594 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3595 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3596 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3597 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3598 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3599 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3600 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3601 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3602 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3603 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3604 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3605 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3606 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3607 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3608 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3613 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3615 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3616 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3617 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3618 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3619 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3620 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3621 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3622 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3623 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3624 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3625 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3626 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3627 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3628 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3629 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3633 struct r_glsl_permutation_s;
3634 typedef struct r_glsl_permutation_s
3636 /// hash lookup data
3637 struct r_glsl_permutation_s *hashnext;
3639 unsigned int permutation;
3641 /// indicates if we have tried compiling this permutation already
3643 /// 0 if compilation failed
3645 /// locations of detected uniforms in program object, or -1 if not found
3646 int loc_Texture_First;
3647 int loc_Texture_Second;
3648 int loc_Texture_GammaRamps;
3649 int loc_Texture_Normal;
3650 int loc_Texture_Color;
3651 int loc_Texture_Gloss;
3652 int loc_Texture_Glow;
3653 int loc_Texture_SecondaryNormal;
3654 int loc_Texture_SecondaryColor;
3655 int loc_Texture_SecondaryGloss;
3656 int loc_Texture_SecondaryGlow;
3657 int loc_Texture_Pants;
3658 int loc_Texture_Shirt;
3659 int loc_Texture_FogHeightTexture;
3660 int loc_Texture_FogMask;
3661 int loc_Texture_Lightmap;
3662 int loc_Texture_Deluxemap;
3663 int loc_Texture_Attenuation;
3664 int loc_Texture_Cube;
3665 int loc_Texture_Refraction;
3666 int loc_Texture_Reflection;
3667 int loc_Texture_ShadowMapRect;
3668 int loc_Texture_ShadowMapCube;
3669 int loc_Texture_ShadowMap2D;
3670 int loc_Texture_CubeProjection;
3671 int loc_Texture_ScreenDepth;
3672 int loc_Texture_ScreenNormalMap;
3673 int loc_Texture_ScreenDiffuse;
3674 int loc_Texture_ScreenSpecular;
3675 int loc_Texture_ReflectMask;
3676 int loc_Texture_ReflectCube;
3678 int loc_BloomBlur_Parameters;
3680 int loc_Color_Ambient;
3681 int loc_Color_Diffuse;
3682 int loc_Color_Specular;
3684 int loc_Color_Pants;
3685 int loc_Color_Shirt;
3686 int loc_DeferredColor_Ambient;
3687 int loc_DeferredColor_Diffuse;
3688 int loc_DeferredColor_Specular;
3689 int loc_DeferredMod_Diffuse;
3690 int loc_DeferredMod_Specular;
3691 int loc_DistortScaleRefractReflect;
3692 int loc_EyePosition;
3694 int loc_FogHeightFade;
3696 int loc_FogPlaneViewDist;
3697 int loc_FogRangeRecip;
3700 int loc_LightPosition;
3701 int loc_OffsetMapping_Scale;
3703 int loc_ReflectColor;
3704 int loc_ReflectFactor;
3705 int loc_ReflectOffset;
3706 int loc_RefractColor;
3708 int loc_ScreenCenterRefractReflect;
3709 int loc_ScreenScaleRefractReflect;
3710 int loc_ScreenToDepth;
3711 int loc_ShadowMap_Parameters;
3712 int loc_ShadowMap_TextureScale;
3713 int loc_SpecularPower;
3718 int loc_ViewTintColor;
3719 int loc_ViewToLight;
3720 int loc_ModelToLight;
3722 int loc_BackgroundTexMatrix;
3723 int loc_ModelViewProjectionMatrix;
3724 int loc_ModelViewMatrix;
3725 int loc_PixelToScreenTexCoord;
3726 int loc_ModelToReflectCube;
3727 int loc_ShadowMapMatrix;
3728 int loc_BloomColorSubtract;
3730 r_glsl_permutation_t;
3732 #define SHADERPERMUTATION_HASHSIZE 256
3734 /// information about each possible shader permutation
3735 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3736 /// currently selected permutation
3737 r_glsl_permutation_t *r_glsl_permutation;
3738 /// storage for permutations linked in the hash table
3739 memexpandablearray_t r_glsl_permutationarray;
3741 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3743 //unsigned int hashdepth = 0;
3744 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3745 r_glsl_permutation_t *p;
3746 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3748 if (p->mode == mode && p->permutation == permutation)
3750 //if (hashdepth > 10)
3751 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3756 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3758 p->permutation = permutation;
3759 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3760 r_glsl_permutationhash[mode][hashindex] = p;
3761 //if (hashdepth > 10)
3762 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3766 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3769 if (!filename || !filename[0])
3771 if (!strcmp(filename, "glsl/default.glsl"))
3773 if (!glslshaderstring)
3775 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3776 if (glslshaderstring)
3777 Con_DPrintf("Loading shaders from file %s...\n", filename);
3779 glslshaderstring = (char *)builtinshaderstring;
3781 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3782 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3783 return shaderstring;
3785 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3788 if (printfromdisknotice)
3789 Con_DPrintf("from disk %s... ", filename);
3790 return shaderstring;
3792 return shaderstring;
3795 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3798 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3799 int vertstrings_count = 0;
3800 int geomstrings_count = 0;
3801 int fragstrings_count = 0;
3802 char *vertexstring, *geometrystring, *fragmentstring;
3803 const char *vertstrings_list[32+3];
3804 const char *geomstrings_list[32+3];
3805 const char *fragstrings_list[32+3];
3806 char permutationname[256];
3813 permutationname[0] = 0;
3814 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3815 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3816 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3818 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3820 // the first pretext is which type of shader to compile as
3821 // (later these will all be bound together as a program object)
3822 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3823 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3824 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3826 // the second pretext is the mode (for example a light source)
3827 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3828 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3829 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3830 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3832 // now add all the permutation pretexts
3833 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3835 if (permutation & (1<<i))
3837 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3838 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3839 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3840 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3844 // keep line numbers correct
3845 vertstrings_list[vertstrings_count++] = "\n";
3846 geomstrings_list[geomstrings_count++] = "\n";
3847 fragstrings_list[fragstrings_count++] = "\n";
3851 // now append the shader text itself
3852 vertstrings_list[vertstrings_count++] = vertexstring;
3853 geomstrings_list[geomstrings_count++] = geometrystring;
3854 fragstrings_list[fragstrings_count++] = fragmentstring;
3856 // if any sources were NULL, clear the respective list
3858 vertstrings_count = 0;
3859 if (!geometrystring)
3860 geomstrings_count = 0;
3861 if (!fragmentstring)
3862 fragstrings_count = 0;
3864 // compile the shader program
3865 if (vertstrings_count + geomstrings_count + fragstrings_count)
3866 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3870 qglUseProgramObjectARB(p->program);CHECKGLERROR
3871 // look up all the uniform variable names we care about, so we don't
3872 // have to look them up every time we set them
3874 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3875 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3876 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3877 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3878 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3879 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3880 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3881 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3882 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3883 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3884 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3885 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3886 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3887 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3888 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3889 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3890 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3891 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3892 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3893 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3894 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3895 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3896 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3897 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3898 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3899 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3900 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3901 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3902 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3903 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3904 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3905 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3906 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3907 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3908 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3909 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3910 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3911 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3912 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3913 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3914 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3915 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3916 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3917 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3918 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3919 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3920 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3921 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3922 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3923 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3924 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3925 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3926 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3927 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3928 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3929 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3930 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3931 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3932 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3933 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3934 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3935 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3936 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3937 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3938 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3939 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3940 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3941 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3942 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3943 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3944 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3945 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3946 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3947 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3948 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3949 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3950 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3951 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3952 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3953 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3954 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3955 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3956 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3957 // initialize the samplers to refer to the texture units we use
3958 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3959 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3960 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3961 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3962 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3963 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3964 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3965 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3966 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3967 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3968 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3969 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3970 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3971 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3972 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3973 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3974 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3975 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3976 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3977 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3978 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3979 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3980 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3981 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3982 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3983 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3984 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3985 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3986 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3987 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3988 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3990 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3993 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3997 Mem_Free(vertexstring);
3999 Mem_Free(geometrystring);
4001 Mem_Free(fragmentstring);
4004 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
4006 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
4007 if (r_glsl_permutation != perm)
4009 r_glsl_permutation = perm;
4010 if (!r_glsl_permutation->program)
4012 if (!r_glsl_permutation->compiled)
4013 R_GLSL_CompilePermutation(perm, mode, permutation);
4014 if (!r_glsl_permutation->program)
4016 // remove features until we find a valid permutation
4018 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4020 // reduce i more quickly whenever it would not remove any bits
4021 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4022 if (!(permutation & j))
4025 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
4026 if (!r_glsl_permutation->compiled)
4027 R_GLSL_CompilePermutation(perm, mode, permutation);
4028 if (r_glsl_permutation->program)
4031 if (i >= SHADERPERMUTATION_COUNT)
4033 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4034 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
4035 qglUseProgramObjectARB(0);CHECKGLERROR
4036 return; // no bit left to clear, entire mode is broken
4041 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
4043 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4044 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4045 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4049 #include <Cg/cgGL.h>
4050 struct r_cg_permutation_s;
4051 typedef struct r_cg_permutation_s
4053 /// hash lookup data
4054 struct r_cg_permutation_s *hashnext;
4056 unsigned int permutation;
4058 /// indicates if we have tried compiling this permutation already
4060 /// 0 if compilation failed
4063 /// locations of detected parameters in programs, or NULL if not found
4064 CGparameter vp_EyePosition;
4065 CGparameter vp_FogPlane;
4066 CGparameter vp_LightDir;
4067 CGparameter vp_LightPosition;
4068 CGparameter vp_ModelToLight;
4069 CGparameter vp_TexMatrix;
4070 CGparameter vp_BackgroundTexMatrix;
4071 CGparameter vp_ModelViewProjectionMatrix;
4072 CGparameter vp_ModelViewMatrix;
4073 CGparameter vp_ShadowMapMatrix;
4075 CGparameter fp_Texture_First;
4076 CGparameter fp_Texture_Second;
4077 CGparameter fp_Texture_GammaRamps;
4078 CGparameter fp_Texture_Normal;
4079 CGparameter fp_Texture_Color;
4080 CGparameter fp_Texture_Gloss;
4081 CGparameter fp_Texture_Glow;
4082 CGparameter fp_Texture_SecondaryNormal;
4083 CGparameter fp_Texture_SecondaryColor;
4084 CGparameter fp_Texture_SecondaryGloss;
4085 CGparameter fp_Texture_SecondaryGlow;
4086 CGparameter fp_Texture_Pants;
4087 CGparameter fp_Texture_Shirt;
4088 CGparameter fp_Texture_FogHeightTexture;
4089 CGparameter fp_Texture_FogMask;
4090 CGparameter fp_Texture_Lightmap;
4091 CGparameter fp_Texture_Deluxemap;
4092 CGparameter fp_Texture_Attenuation;
4093 CGparameter fp_Texture_Cube;
4094 CGparameter fp_Texture_Refraction;
4095 CGparameter fp_Texture_Reflection;
4096 CGparameter fp_Texture_ShadowMapRect;
4097 CGparameter fp_Texture_ShadowMapCube;
4098 CGparameter fp_Texture_ShadowMap2D;
4099 CGparameter fp_Texture_CubeProjection;
4100 CGparameter fp_Texture_ScreenDepth;
4101 CGparameter fp_Texture_ScreenNormalMap;
4102 CGparameter fp_Texture_ScreenDiffuse;
4103 CGparameter fp_Texture_ScreenSpecular;
4104 CGparameter fp_Texture_ReflectMask;
4105 CGparameter fp_Texture_ReflectCube;
4106 CGparameter fp_Alpha;
4107 CGparameter fp_BloomBlur_Parameters;
4108 CGparameter fp_ClientTime;
4109 CGparameter fp_Color_Ambient;
4110 CGparameter fp_Color_Diffuse;
4111 CGparameter fp_Color_Specular;
4112 CGparameter fp_Color_Glow;
4113 CGparameter fp_Color_Pants;
4114 CGparameter fp_Color_Shirt;
4115 CGparameter fp_DeferredColor_Ambient;
4116 CGparameter fp_DeferredColor_Diffuse;
4117 CGparameter fp_DeferredColor_Specular;
4118 CGparameter fp_DeferredMod_Diffuse;
4119 CGparameter fp_DeferredMod_Specular;
4120 CGparameter fp_DistortScaleRefractReflect;
4121 CGparameter fp_EyePosition;
4122 CGparameter fp_FogColor;
4123 CGparameter fp_FogHeightFade;
4124 CGparameter fp_FogPlane;
4125 CGparameter fp_FogPlaneViewDist;
4126 CGparameter fp_FogRangeRecip;
4127 CGparameter fp_LightColor;
4128 CGparameter fp_LightDir;
4129 CGparameter fp_LightPosition;
4130 CGparameter fp_OffsetMapping_Scale;
4131 CGparameter fp_PixelSize;
4132 CGparameter fp_ReflectColor;
4133 CGparameter fp_ReflectFactor;
4134 CGparameter fp_ReflectOffset;
4135 CGparameter fp_RefractColor;
4136 CGparameter fp_Saturation;
4137 CGparameter fp_ScreenCenterRefractReflect;
4138 CGparameter fp_ScreenScaleRefractReflect;
4139 CGparameter fp_ScreenToDepth;
4140 CGparameter fp_ShadowMap_Parameters;
4141 CGparameter fp_ShadowMap_TextureScale;
4142 CGparameter fp_SpecularPower;
4143 CGparameter fp_UserVec1;
4144 CGparameter fp_UserVec2;
4145 CGparameter fp_UserVec3;
4146 CGparameter fp_UserVec4;
4147 CGparameter fp_ViewTintColor;
4148 CGparameter fp_ViewToLight;
4149 CGparameter fp_PixelToScreenTexCoord;
4150 CGparameter fp_ModelToReflectCube;
4151 CGparameter fp_BloomColorSubtract;
4155 /// information about each possible shader permutation
4156 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4157 /// currently selected permutation
4158 r_cg_permutation_t *r_cg_permutation;
4159 /// storage for permutations linked in the hash table
4160 memexpandablearray_t r_cg_permutationarray;
4162 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
4164 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4166 //unsigned int hashdepth = 0;
4167 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4168 r_cg_permutation_t *p;
4169 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4171 if (p->mode == mode && p->permutation == permutation)
4173 //if (hashdepth > 10)
4174 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4179 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4181 p->permutation = permutation;
4182 p->hashnext = r_cg_permutationhash[mode][hashindex];
4183 r_cg_permutationhash[mode][hashindex] = p;
4184 //if (hashdepth > 10)
4185 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4189 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4192 if (!filename || !filename[0])
4194 if (!strcmp(filename, "cg/default.cg"))
4196 if (!cgshaderstring)
4198 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4200 Con_DPrintf("Loading shaders from file %s...\n", filename);
4202 cgshaderstring = (char *)builtincgshaderstring;
4204 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4205 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4206 return shaderstring;
4208 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4211 if (printfromdisknotice)
4212 Con_DPrintf("from disk %s... ", filename);
4213 return shaderstring;
4215 return shaderstring;
4218 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4220 // TODO: load or create .fp and .vp shader files
4223 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4226 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4227 int vertstrings_count = 0, vertstring_length = 0;
4228 int geomstrings_count = 0, geomstring_length = 0;
4229 int fragstrings_count = 0, fragstring_length = 0;
4231 char *vertexstring, *geometrystring, *fragmentstring;
4232 char *vertstring, *geomstring, *fragstring;
4233 const char *vertstrings_list[32+3];
4234 const char *geomstrings_list[32+3];
4235 const char *fragstrings_list[32+3];
4236 char permutationname[256];
4237 char cachename[256];
4238 CGprofile vertexProfile;
4239 CGprofile fragmentProfile;
4247 permutationname[0] = 0;
4249 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4250 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4251 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4253 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4254 strlcat(cachename, "cg/", sizeof(cachename));
4256 // the first pretext is which type of shader to compile as
4257 // (later these will all be bound together as a program object)
4258 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4259 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4260 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4262 // the second pretext is the mode (for example a light source)
4263 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4264 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4265 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4266 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4267 strlcat(cachename, modeinfo->name, sizeof(cachename));
4269 // now add all the permutation pretexts
4270 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4272 if (permutation & (1<<i))
4274 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4275 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4276 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4277 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4278 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4282 // keep line numbers correct
4283 vertstrings_list[vertstrings_count++] = "\n";
4284 geomstrings_list[geomstrings_count++] = "\n";
4285 fragstrings_list[fragstrings_count++] = "\n";
4289 // replace spaces in the cachename with _ characters
4290 for (i = 0;cachename[i];i++)
4291 if (cachename[i] == ' ')
4294 // now append the shader text itself
4295 vertstrings_list[vertstrings_count++] = vertexstring;
4296 geomstrings_list[geomstrings_count++] = geometrystring;
4297 fragstrings_list[fragstrings_count++] = fragmentstring;
4299 // if any sources were NULL, clear the respective list
4301 vertstrings_count = 0;
4302 if (!geometrystring)
4303 geomstrings_count = 0;
4304 if (!fragmentstring)
4305 fragstrings_count = 0;
4307 vertstring_length = 0;
4308 for (i = 0;i < vertstrings_count;i++)
4309 vertstring_length += strlen(vertstrings_list[i]);
4310 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4311 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4312 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4314 geomstring_length = 0;
4315 for (i = 0;i < geomstrings_count;i++)
4316 geomstring_length += strlen(geomstrings_list[i]);
4317 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4318 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4319 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4321 fragstring_length = 0;
4322 for (i = 0;i < fragstrings_count;i++)
4323 fragstring_length += strlen(fragstrings_list[i]);
4324 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4325 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4326 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4330 //vertexProfile = CG_PROFILE_ARBVP1;
4331 //fragmentProfile = CG_PROFILE_ARBFP1;
4332 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4333 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4334 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4335 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4336 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4339 // try to load the cached shader, or generate one
4340 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4342 // if caching failed, do a dynamic compile for now
4344 if (vertstring[0] && !p->vprogram)
4345 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4347 if (fragstring[0] && !p->fprogram)
4348 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4351 // look up all the uniform variable names we care about, so we don't
4352 // have to look them up every time we set them
4356 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4357 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4358 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4359 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4360 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4361 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4362 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4363 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4364 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4365 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4366 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4367 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4373 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4374 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4375 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4376 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4377 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4378 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4379 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4380 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4381 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4382 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4383 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4384 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4385 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4386 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4387 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4388 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4389 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4390 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4391 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4392 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4393 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4394 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4395 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4396 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4397 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4398 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4399 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4400 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4401 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4402 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4403 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4404 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4405 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4406 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4407 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4408 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4409 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4410 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4411 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4412 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4413 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4414 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4415 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4416 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4417 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4418 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4419 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4420 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4421 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4422 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4423 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4424 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4425 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4426 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4427 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4428 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4429 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4430 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4431 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4432 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4433 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4434 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4435 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4436 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4437 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4438 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4439 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4440 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4441 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4442 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4443 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4444 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4445 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4446 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4447 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4448 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4449 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4450 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4451 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4455 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4456 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4458 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4462 Mem_Free(vertstring);
4464 Mem_Free(geomstring);
4466 Mem_Free(fragstring);
4468 Mem_Free(vertexstring);
4470 Mem_Free(geometrystring);
4472 Mem_Free(fragmentstring);
4475 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4477 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4480 if (r_cg_permutation != perm)
4482 r_cg_permutation = perm;
4483 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4485 if (!r_cg_permutation->compiled)
4486 R_CG_CompilePermutation(perm, mode, permutation);
4487 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4489 // remove features until we find a valid permutation
4491 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4493 // reduce i more quickly whenever it would not remove any bits
4494 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4495 if (!(permutation & j))
4498 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4499 if (!r_cg_permutation->compiled)
4500 R_CG_CompilePermutation(perm, mode, permutation);
4501 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4504 if (i >= SHADERPERMUTATION_COUNT)
4506 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4507 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4508 return; // no bit left to clear, entire mode is broken
4514 if (r_cg_permutation->vprogram)
4516 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4517 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4518 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4522 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4523 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4525 if (r_cg_permutation->fprogram)
4527 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4528 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4529 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4533 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4534 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4538 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4539 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4540 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4543 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4545 cgGLSetTextureParameter(param, R_GetTexture(tex));
4546 cgGLEnableTextureParameter(param);
4554 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4555 extern D3DCAPS9 vid_d3d9caps;
4558 struct r_hlsl_permutation_s;
4559 typedef struct r_hlsl_permutation_s
4561 /// hash lookup data
4562 struct r_hlsl_permutation_s *hashnext;
4564 unsigned int permutation;
4566 /// indicates if we have tried compiling this permutation already
4568 /// NULL if compilation failed
4569 IDirect3DVertexShader9 *vertexshader;
4570 IDirect3DPixelShader9 *pixelshader;
4572 r_hlsl_permutation_t;
4574 typedef enum D3DVSREGISTER_e
4576 D3DVSREGISTER_TexMatrix = 0, // float4x4
4577 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4578 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4579 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4580 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4581 D3DVSREGISTER_ModelToLight = 20, // float4x4
4582 D3DVSREGISTER_EyePosition = 24,
4583 D3DVSREGISTER_FogPlane = 25,
4584 D3DVSREGISTER_LightDir = 26,
4585 D3DVSREGISTER_LightPosition = 27,
4589 typedef enum D3DPSREGISTER_e
4591 D3DPSREGISTER_Alpha = 0,
4592 D3DPSREGISTER_BloomBlur_Parameters = 1,
4593 D3DPSREGISTER_ClientTime = 2,
4594 D3DPSREGISTER_Color_Ambient = 3,
4595 D3DPSREGISTER_Color_Diffuse = 4,
4596 D3DPSREGISTER_Color_Specular = 5,
4597 D3DPSREGISTER_Color_Glow = 6,
4598 D3DPSREGISTER_Color_Pants = 7,
4599 D3DPSREGISTER_Color_Shirt = 8,
4600 D3DPSREGISTER_DeferredColor_Ambient = 9,
4601 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4602 D3DPSREGISTER_DeferredColor_Specular = 11,
4603 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4604 D3DPSREGISTER_DeferredMod_Specular = 13,
4605 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4606 D3DPSREGISTER_EyePosition = 15, // unused
4607 D3DPSREGISTER_FogColor = 16,
4608 D3DPSREGISTER_FogHeightFade = 17,
4609 D3DPSREGISTER_FogPlane = 18,
4610 D3DPSREGISTER_FogPlaneViewDist = 19,
4611 D3DPSREGISTER_FogRangeRecip = 20,
4612 D3DPSREGISTER_LightColor = 21,
4613 D3DPSREGISTER_LightDir = 22, // unused
4614 D3DPSREGISTER_LightPosition = 23,
4615 D3DPSREGISTER_OffsetMapping_Scale = 24,
4616 D3DPSREGISTER_PixelSize = 25,
4617 D3DPSREGISTER_ReflectColor = 26,
4618 D3DPSREGISTER_ReflectFactor = 27,
4619 D3DPSREGISTER_ReflectOffset = 28,
4620 D3DPSREGISTER_RefractColor = 29,
4621 D3DPSREGISTER_Saturation = 30,
4622 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4623 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4624 D3DPSREGISTER_ScreenToDepth = 33,
4625 D3DPSREGISTER_ShadowMap_Parameters = 34,
4626 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4627 D3DPSREGISTER_SpecularPower = 36,
4628 D3DPSREGISTER_UserVec1 = 37,
4629 D3DPSREGISTER_UserVec2 = 38,
4630 D3DPSREGISTER_UserVec3 = 39,
4631 D3DPSREGISTER_UserVec4 = 40,
4632 D3DPSREGISTER_ViewTintColor = 41,
4633 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4634 D3DPSREGISTER_BloomColorSubtract = 43,
4635 D3DPSREGISTER_ViewToLight = 44, // float4x4
4636 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4641 /// information about each possible shader permutation
4642 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4643 /// currently selected permutation
4644 r_hlsl_permutation_t *r_hlsl_permutation;
4645 /// storage for permutations linked in the hash table
4646 memexpandablearray_t r_hlsl_permutationarray;
4648 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4650 //unsigned int hashdepth = 0;
4651 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4652 r_hlsl_permutation_t *p;
4653 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4655 if (p->mode == mode && p->permutation == permutation)
4657 //if (hashdepth > 10)
4658 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4663 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4665 p->permutation = permutation;
4666 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4667 r_hlsl_permutationhash[mode][hashindex] = p;
4668 //if (hashdepth > 10)
4669 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4673 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4676 if (!filename || !filename[0])
4678 if (!strcmp(filename, "hlsl/default.hlsl"))
4680 if (!hlslshaderstring)
4682 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4683 if (hlslshaderstring)
4684 Con_DPrintf("Loading shaders from file %s...\n", filename);
4686 hlslshaderstring = (char *)builtincgshaderstring;
4688 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4689 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4690 return shaderstring;
4692 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4695 if (printfromdisknotice)
4696 Con_DPrintf("from disk %s... ", filename);
4697 return shaderstring;
4699 return shaderstring;
4703 #include <d3dx9mesh.h>
4704 #pragma comment(lib, "d3dx9.lib")
4706 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4708 DWORD *vsbin = NULL;
4709 DWORD *psbin = NULL;
4710 fs_offset_t vsbinsize;
4711 fs_offset_t psbinsize;
4712 // IDirect3DVertexShader9 *vs = NULL;
4713 // IDirect3DPixelShader9 *ps = NULL;
4714 ID3DXBuffer *vslog = NULL;
4715 ID3DXBuffer *vsbuffer = NULL;
4716 ID3DXConstantTable *vsconstanttable = NULL;
4717 ID3DXBuffer *pslog = NULL;
4718 ID3DXBuffer *psbuffer = NULL;
4719 ID3DXConstantTable *psconstanttable = NULL;
4722 char temp[MAX_INPUTLINE];
4723 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4724 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4725 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4726 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4727 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4728 if ((!vsbin && vertstring) || (!psbin && fragstring))
4730 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4731 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4732 if (vertstring && vertstring[0])
4734 vsresult = D3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, 0, &vsbuffer, &vslog, &vsconstanttable);
4737 vsbinsize = vsbuffer->GetBufferSize();
4738 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4739 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4740 vsbuffer->Release();
4744 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4745 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4749 if (fragstring && fragstring[0])
4751 psresult = D3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, 0, &psbuffer, &pslog, &psconstanttable);
4754 psbinsize = psbuffer->GetBufferSize();
4755 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4756 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4757 psbuffer->Release();
4761 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4762 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4769 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4770 if (FAILED(vsresult))
4771 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4775 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4776 if (FAILED(psresult))
4777 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4779 // free the shader data
4780 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4781 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4784 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4787 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4788 int vertstrings_count = 0, vertstring_length = 0;
4789 int geomstrings_count = 0, geomstring_length = 0;
4790 int fragstrings_count = 0, fragstring_length = 0;
4792 char *vertexstring, *geometrystring, *fragmentstring;
4793 char *vertstring, *geomstring, *fragstring;
4794 const char *vertstrings_list[32+3];
4795 const char *geomstrings_list[32+3];
4796 const char *fragstrings_list[32+3];
4797 char permutationname[256];
4798 char cachename[256];
4803 p->vertexshader = NULL;
4804 p->pixelshader = NULL;
4806 permutationname[0] = 0;
4808 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4809 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4810 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4812 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4813 strlcat(cachename, "hlsl/", sizeof(cachename));
4815 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4816 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4817 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4818 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4820 // the first pretext is which type of shader to compile as
4821 // (later these will all be bound together as a program object)
4822 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4823 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4824 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4826 // the second pretext is the mode (for example a light source)
4827 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4828 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4829 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4830 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4831 strlcat(cachename, modeinfo->name, sizeof(cachename));
4833 // now add all the permutation pretexts
4834 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4836 if (permutation & (1<<i))
4838 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4839 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4840 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4841 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4842 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4846 // keep line numbers correct
4847 vertstrings_list[vertstrings_count++] = "\n";
4848 geomstrings_list[geomstrings_count++] = "\n";
4849 fragstrings_list[fragstrings_count++] = "\n";
4853 // replace spaces in the cachename with _ characters
4854 for (i = 0;cachename[i];i++)
4855 if (cachename[i] == ' ')
4858 // now append the shader text itself
4859 vertstrings_list[vertstrings_count++] = vertexstring;
4860 geomstrings_list[geomstrings_count++] = geometrystring;
4861 fragstrings_list[fragstrings_count++] = fragmentstring;
4863 // if any sources were NULL, clear the respective list
4865 vertstrings_count = 0;
4866 if (!geometrystring)
4867 geomstrings_count = 0;
4868 if (!fragmentstring)
4869 fragstrings_count = 0;
4871 vertstring_length = 0;
4872 for (i = 0;i < vertstrings_count;i++)
4873 vertstring_length += strlen(vertstrings_list[i]);
4874 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4875 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4876 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4878 geomstring_length = 0;
4879 for (i = 0;i < geomstrings_count;i++)
4880 geomstring_length += strlen(geomstrings_list[i]);
4881 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4882 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4883 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4885 fragstring_length = 0;
4886 for (i = 0;i < fragstrings_count;i++)
4887 fragstring_length += strlen(fragstrings_list[i]);
4888 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4889 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4890 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4892 // try to load the cached shader, or generate one
4893 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4895 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4896 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4898 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4902 Mem_Free(vertstring);
4904 Mem_Free(geomstring);
4906 Mem_Free(fragstring);
4908 Mem_Free(vertexstring);
4910 Mem_Free(geometrystring);
4912 Mem_Free(fragmentstring);
4915 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4916 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4917 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4918 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4919 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4920 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4922 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4923 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4924 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4925 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4926 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4927 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4929 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4931 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4932 if (r_hlsl_permutation != perm)
4934 r_hlsl_permutation = perm;
4935 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4937 if (!r_hlsl_permutation->compiled)
4938 R_HLSL_CompilePermutation(perm, mode, permutation);
4939 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4941 // remove features until we find a valid permutation
4943 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4945 // reduce i more quickly whenever it would not remove any bits
4946 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4947 if (!(permutation & j))
4950 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4951 if (!r_hlsl_permutation->compiled)
4952 R_HLSL_CompilePermutation(perm, mode, permutation);
4953 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4956 if (i >= SHADERPERMUTATION_COUNT)
4958 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4959 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4960 return; // no bit left to clear, entire mode is broken
4964 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4965 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4967 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4968 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4969 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4973 void R_GLSL_Restart_f(void)
4975 unsigned int i, limit;
4976 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4977 Mem_Free(glslshaderstring);
4978 glslshaderstring = NULL;
4979 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4980 Mem_Free(cgshaderstring);
4981 cgshaderstring = NULL;
4982 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4983 Mem_Free(hlslshaderstring);
4984 hlslshaderstring = NULL;
4985 switch(vid.renderpath)
4987 case RENDERPATH_D3D9:
4990 r_hlsl_permutation_t *p;
4991 r_hlsl_permutation = NULL;
4992 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4993 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4994 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4995 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4996 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4997 for (i = 0;i < limit;i++)
4999 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
5001 if (p->vertexshader)
5002 IDirect3DVertexShader9_Release(p->vertexshader);
5004 IDirect3DPixelShader9_Release(p->pixelshader);
5005 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
5008 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
5012 case RENDERPATH_D3D10:
5013 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5015 case RENDERPATH_D3D11:
5016 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5018 case RENDERPATH_GL20:
5020 r_glsl_permutation_t *p;
5021 r_glsl_permutation = NULL;
5022 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
5023 for (i = 0;i < limit;i++)
5025 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
5027 GL_Backend_FreeProgram(p->program);
5028 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
5031 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5034 case RENDERPATH_CGGL:
5037 r_cg_permutation_t *p;
5038 r_cg_permutation = NULL;
5039 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5040 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5041 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5042 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5043 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
5044 for (i = 0;i < limit;i++)
5046 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
5049 cgDestroyProgram(p->vprogram);
5051 cgDestroyProgram(p->fprogram);
5052 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
5055 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5059 case RENDERPATH_GL13:
5060 case RENDERPATH_GL11:
5065 void R_GLSL_DumpShader_f(void)
5070 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5073 FS_Print(file, "/* The engine may define the following macros:\n");
5074 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5075 for (i = 0;i < SHADERMODE_COUNT;i++)
5076 FS_Print(file, glslshadermodeinfo[i].pretext);
5077 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5078 FS_Print(file, shaderpermutationinfo[i].pretext);
5079 FS_Print(file, "*/\n");
5080 FS_Print(file, builtinshaderstring);
5082 Con_Printf("glsl/default.glsl written\n");
5085 Con_Printf("failed to write to glsl/default.glsl\n");
5088 file = FS_OpenRealFile("cg/default.cg", "w", false);
5091 FS_Print(file, "/* The engine may define the following macros:\n");
5092 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5093 for (i = 0;i < SHADERMODE_COUNT;i++)
5094 FS_Print(file, cgshadermodeinfo[i].pretext);
5095 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5096 FS_Print(file, shaderpermutationinfo[i].pretext);
5097 FS_Print(file, "*/\n");
5098 FS_Print(file, builtincgshaderstring);
5100 Con_Printf("cg/default.cg written\n");
5103 Con_Printf("failed to write to cg/default.cg\n");
5107 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5110 FS_Print(file, "/* The engine may define the following macros:\n");
5111 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5112 for (i = 0;i < SHADERMODE_COUNT;i++)
5113 FS_Print(file, hlslshadermodeinfo[i].pretext);
5114 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5115 FS_Print(file, shaderpermutationinfo[i].pretext);
5116 FS_Print(file, "*/\n");
5117 FS_Print(file, builtincgshaderstring);
5119 Con_Printf("hlsl/default.hlsl written\n");
5122 Con_Printf("failed to write to hlsl/default.hlsl\n");
5126 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5129 texturemode = GL_MODULATE;
5130 switch (vid.renderpath)
5132 case RENDERPATH_D3D9:
5134 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5135 R_Mesh_TexBind(GL20TU_FIRST , first );
5136 R_Mesh_TexBind(GL20TU_SECOND, second);
5139 case RENDERPATH_D3D10:
5140 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5142 case RENDERPATH_D3D11:
5143 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5145 case RENDERPATH_GL20:
5146 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5147 R_Mesh_TexBind(GL20TU_FIRST , first );
5148 R_Mesh_TexBind(GL20TU_SECOND, second);
5150 case RENDERPATH_CGGL:
5153 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5154 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5155 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5158 case RENDERPATH_GL13:
5159 R_Mesh_TexBind(0, first );
5160 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5161 R_Mesh_TexBind(1, second);
5163 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5165 case RENDERPATH_GL11:
5166 R_Mesh_TexBind(0, first );
5171 void R_SetupShader_DepthOrShadow(void)
5173 switch (vid.renderpath)
5175 case RENDERPATH_D3D9:
5177 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5180 case RENDERPATH_D3D10:
5181 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5183 case RENDERPATH_D3D11:
5184 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5186 case RENDERPATH_GL20:
5187 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5189 case RENDERPATH_CGGL:
5191 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5194 case RENDERPATH_GL13:
5195 R_Mesh_TexBind(0, 0);
5196 R_Mesh_TexBind(1, 0);
5198 case RENDERPATH_GL11:
5199 R_Mesh_TexBind(0, 0);
5204 void R_SetupShader_ShowDepth(void)
5206 switch (vid.renderpath)
5208 case RENDERPATH_D3D9:
5210 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5213 case RENDERPATH_D3D10:
5214 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5216 case RENDERPATH_D3D11:
5217 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5219 case RENDERPATH_GL20:
5220 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5222 case RENDERPATH_CGGL:
5224 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5227 case RENDERPATH_GL13:
5229 case RENDERPATH_GL11:
5234 extern qboolean r_shadow_usingdeferredprepass;
5235 extern cvar_t r_shadow_deferred_8bitrange;
5236 extern rtexture_t *r_shadow_attenuationgradienttexture;
5237 extern rtexture_t *r_shadow_attenuation2dtexture;
5238 extern rtexture_t *r_shadow_attenuation3dtexture;
5239 extern qboolean r_shadow_usingshadowmaprect;
5240 extern qboolean r_shadow_usingshadowmapcube;
5241 extern qboolean r_shadow_usingshadowmap2d;
5242 extern qboolean r_shadow_usingshadowmaportho;
5243 extern float r_shadow_shadowmap_texturescale[2];
5244 extern float r_shadow_shadowmap_parameters[4];
5245 extern qboolean r_shadow_shadowmapvsdct;
5246 extern qboolean r_shadow_shadowmapsampler;
5247 extern int r_shadow_shadowmappcf;
5248 extern rtexture_t *r_shadow_shadowmaprectangletexture;
5249 extern rtexture_t *r_shadow_shadowmap2dtexture;
5250 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
5251 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5252 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5253 extern matrix4x4_t r_shadow_shadowmapmatrix;
5254 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5255 extern int r_shadow_prepass_width;
5256 extern int r_shadow_prepass_height;
5257 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5258 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5259 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5260 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5261 extern cvar_t gl_mesh_separatearrays;
5262 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
5264 // select a permutation of the lighting shader appropriate to this
5265 // combination of texture, entity, light source, and fogging, only use the
5266 // minimum features necessary to avoid wasting rendering time in the
5267 // fragment shader on features that are not being used
5268 unsigned int permutation = 0;
5269 unsigned int mode = 0;
5271 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5272 if (rsurfacepass == RSURFPASS_BACKGROUND)
5274 // distorted background
5275 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5276 mode = SHADERMODE_WATER;
5277 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5278 mode = SHADERMODE_REFRACTION;
5281 mode = SHADERMODE_GENERIC;
5282 permutation |= SHADERPERMUTATION_DIFFUSE;
5284 GL_AlphaTest(false);
5285 GL_BlendFunc(GL_ONE, GL_ZERO);
5287 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5289 if (r_glsl_offsetmapping.integer)
5291 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5292 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5293 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5294 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5295 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5297 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5298 if (r_glsl_offsetmapping_reliefmapping.integer)
5299 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5302 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5303 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5304 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5305 permutation |= SHADERPERMUTATION_ALPHAKILL;
5306 // normalmap (deferred prepass), may use alpha test on diffuse
5307 mode = SHADERMODE_DEFERREDGEOMETRY;
5308 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5309 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5310 GL_AlphaTest(false);
5311 GL_BlendFunc(GL_ONE, GL_ZERO);
5313 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5315 if (r_glsl_offsetmapping.integer)
5317 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5318 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5319 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5320 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5321 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5323 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5324 if (r_glsl_offsetmapping_reliefmapping.integer)
5325 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5328 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5329 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5331 mode = SHADERMODE_LIGHTSOURCE;
5332 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5333 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5334 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5335 permutation |= SHADERPERMUTATION_CUBEFILTER;
5336 if (diffusescale > 0)
5337 permutation |= SHADERPERMUTATION_DIFFUSE;
5338 if (specularscale > 0)
5340 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5341 if (r_shadow_glossexact.integer)
5342 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5344 if (r_refdef.fogenabled)
5345 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5346 if (rsurface.texture->colormapping)
5347 permutation |= SHADERPERMUTATION_COLORMAPPING;
5348 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5350 if (r_shadow_usingshadowmaprect)
5351 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5352 if (r_shadow_usingshadowmap2d)
5353 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5354 if (r_shadow_usingshadowmapcube)
5355 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5356 else if(r_shadow_shadowmapvsdct)
5357 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5359 if (r_shadow_shadowmapsampler)
5360 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5361 if (r_shadow_shadowmappcf > 1)
5362 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5363 else if (r_shadow_shadowmappcf)
5364 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5366 if (rsurface.texture->reflectmasktexture)
5367 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5368 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5369 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5371 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5373 if (r_glsl_offsetmapping.integer)
5375 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5376 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5377 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5378 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5379 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5381 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5382 if (r_glsl_offsetmapping_reliefmapping.integer)
5383 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5386 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5387 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5388 // unshaded geometry (fullbright or ambient model lighting)
5389 mode = SHADERMODE_FLATCOLOR;
5390 ambientscale = diffusescale = specularscale = 0;
5391 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5392 permutation |= SHADERPERMUTATION_GLOW;
5393 if (r_refdef.fogenabled)
5394 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5395 if (rsurface.texture->colormapping)
5396 permutation |= SHADERPERMUTATION_COLORMAPPING;
5397 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5399 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5400 if (r_shadow_usingshadowmaprect)
5401 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5402 if (r_shadow_usingshadowmap2d)
5403 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5405 if (r_shadow_shadowmapsampler)
5406 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5407 if (r_shadow_shadowmappcf > 1)
5408 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5409 else if (r_shadow_shadowmappcf)
5410 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5412 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5413 permutation |= SHADERPERMUTATION_REFLECTION;
5414 if (rsurface.texture->reflectmasktexture)
5415 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5416 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5417 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5419 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5421 if (r_glsl_offsetmapping.integer)
5423 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5424 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5425 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5426 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5427 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5429 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5430 if (r_glsl_offsetmapping_reliefmapping.integer)
5431 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5434 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5435 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5436 // directional model lighting
5437 mode = SHADERMODE_LIGHTDIRECTION;
5438 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5439 permutation |= SHADERPERMUTATION_GLOW;
5440 permutation |= SHADERPERMUTATION_DIFFUSE;
5441 if (specularscale > 0)
5443 permutation |= SHADERPERMUTATION_SPECULAR;
5444 if (r_shadow_glossexact.integer)
5445 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5447 if (r_refdef.fogenabled)
5448 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5449 if (rsurface.texture->colormapping)
5450 permutation |= SHADERPERMUTATION_COLORMAPPING;
5451 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5453 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5454 if (r_shadow_usingshadowmaprect)
5455 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5456 if (r_shadow_usingshadowmap2d)
5457 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5459 if (r_shadow_shadowmapsampler)
5460 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5461 if (r_shadow_shadowmappcf > 1)
5462 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5463 else if (r_shadow_shadowmappcf)
5464 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5466 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5467 permutation |= SHADERPERMUTATION_REFLECTION;
5468 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5469 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5470 if (rsurface.texture->reflectmasktexture)
5471 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5472 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5473 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5475 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5477 if (r_glsl_offsetmapping.integer)
5479 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5480 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5481 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5482 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5483 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5485 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5486 if (r_glsl_offsetmapping_reliefmapping.integer)
5487 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5490 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5491 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5492 // ambient model lighting
5493 mode = SHADERMODE_LIGHTDIRECTION;
5494 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5495 permutation |= SHADERPERMUTATION_GLOW;
5496 if (r_refdef.fogenabled)
5497 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5498 if (rsurface.texture->colormapping)
5499 permutation |= SHADERPERMUTATION_COLORMAPPING;
5500 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5502 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5503 if (r_shadow_usingshadowmaprect)
5504 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5505 if (r_shadow_usingshadowmap2d)
5506 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5508 if (r_shadow_shadowmapsampler)
5509 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5510 if (r_shadow_shadowmappcf > 1)
5511 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5512 else if (r_shadow_shadowmappcf)
5513 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5515 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5516 permutation |= SHADERPERMUTATION_REFLECTION;
5517 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5518 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5519 if (rsurface.texture->reflectmasktexture)
5520 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5521 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5522 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5526 if (r_glsl_offsetmapping.integer)
5528 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5529 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5530 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5531 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5532 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5534 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5535 if (r_glsl_offsetmapping_reliefmapping.integer)
5536 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5539 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5540 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5542 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5543 permutation |= SHADERPERMUTATION_GLOW;
5544 if (r_refdef.fogenabled)
5545 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5546 if (rsurface.texture->colormapping)
5547 permutation |= SHADERPERMUTATION_COLORMAPPING;
5548 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5550 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5551 if (r_shadow_usingshadowmaprect)
5552 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5553 if (r_shadow_usingshadowmap2d)
5554 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5556 if (r_shadow_shadowmapsampler)
5557 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5558 if (r_shadow_shadowmappcf > 1)
5559 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5560 else if (r_shadow_shadowmappcf)
5561 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5563 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5564 permutation |= SHADERPERMUTATION_REFLECTION;
5565 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5566 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5567 if (rsurface.texture->reflectmasktexture)
5568 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5569 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5571 // deluxemapping (light direction texture)
5572 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5573 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5575 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5576 permutation |= SHADERPERMUTATION_DIFFUSE;
5577 if (specularscale > 0)
5579 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5580 if (r_shadow_glossexact.integer)
5581 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5584 else if (r_glsl_deluxemapping.integer >= 2)
5586 // fake deluxemapping (uniform light direction in tangentspace)
5587 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5588 permutation |= SHADERPERMUTATION_DIFFUSE;
5589 if (specularscale > 0)
5591 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5592 if (r_shadow_glossexact.integer)
5593 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5596 else if (rsurface.uselightmaptexture)
5598 // ordinary lightmapping (q1bsp, q3bsp)
5599 mode = SHADERMODE_LIGHTMAP;
5603 // ordinary vertex coloring (q3bsp)
5604 mode = SHADERMODE_VERTEXCOLOR;
5606 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5607 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5609 switch(vid.renderpath)
5611 case RENDERPATH_D3D9:
5613 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5614 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5615 R_SetupShader_SetPermutationHLSL(mode, permutation);
5616 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5617 if (mode == SHADERMODE_LIGHTSOURCE)
5619 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5620 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5624 if (mode == SHADERMODE_LIGHTDIRECTION)
5626 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5629 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5630 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5631 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5632 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5633 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5635 if (mode == SHADERMODE_LIGHTSOURCE)
5637 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5638 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5639 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
5640 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
5641 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5643 // additive passes are only darkened by fog, not tinted
5644 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5645 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5649 if (mode == SHADERMODE_FLATCOLOR)
5651 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5653 else if (mode == SHADERMODE_LIGHTDIRECTION)
5655 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
5656 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
5657 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5658 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
5659 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5660 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5661 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5665 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
5666 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5667 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5668 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5669 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5671 // additive passes are only darkened by fog, not tinted
5672 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5673 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5675 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5676 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5677 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5678 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5679 hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f);
5680 hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f);
5681 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5682 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5683 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5685 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5686 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5687 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5688 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]);
5689 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5690 if (rsurface.texture->pantstexture)
5691 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5693 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5694 if (rsurface.texture->shirttexture)
5695 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5697 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5698 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5699 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5700 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5701 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5702 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5703 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5704 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5706 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5707 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5708 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5709 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5710 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5711 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5712 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5713 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5714 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5715 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5716 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5717 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5718 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5719 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5720 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5721 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5722 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5723 if (rsurfacepass == RSURFPASS_BACKGROUND)
5725 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5726 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5727 R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5731 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5733 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5734 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5735 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5736 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5737 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5739 R_Mesh_TexBind((permutation & SHADERPERMUTATION_SHADOWMAPORTHO) ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, (permutation & SHADERPERMUTATION_SHADOWSAMPLER) ? r_shadow_shadowmap2dtexture : r_shadow_shadowmap2dcolortexture);
5740 if (rsurface.rtlight)
5742 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5743 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5748 case RENDERPATH_D3D10:
5749 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5751 case RENDERPATH_D3D11:
5752 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5754 case RENDERPATH_GL20:
5755 if (gl_mesh_separatearrays.integer)
5757 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5758 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5759 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5760 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5761 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5762 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5763 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5764 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5768 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5769 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5771 R_SetupShader_SetPermutationGLSL(mode, permutation);
5772 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5773 if (mode == SHADERMODE_LIGHTSOURCE)
5775 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5776 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5777 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5778 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
5779 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
5780 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5782 // additive passes are only darkened by fog, not tinted
5783 if (r_glsl_permutation->loc_FogColor >= 0)
5784 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5785 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5789 if (mode == SHADERMODE_FLATCOLOR)
5791 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5793 else if (mode == SHADERMODE_LIGHTDIRECTION)
5795 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
5796 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
5797 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5798 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
5799 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5800 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5801 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5805 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
5806 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5807 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5808 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5809 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5811 // additive passes are only darkened by fog, not tinted
5812 if (r_glsl_permutation->loc_FogColor >= 0)
5814 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5815 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5817 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5819 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5820 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5821 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5822 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5823 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5824 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5825 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5826 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5828 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5829 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5830 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5831 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5832 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5834 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5835 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5836 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5837 if (r_glsl_permutation->loc_Color_Pants >= 0)
5839 if (rsurface.texture->pantstexture)
5840 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5842 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5844 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5846 if (rsurface.texture->shirttexture)
5847 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5849 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5851 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5852 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5853 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5854 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5855 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5856 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5857 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5859 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5860 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5861 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5862 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5863 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5864 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5865 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5866 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5867 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5868 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5869 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5870 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5871 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5872 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5873 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5874 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5875 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5876 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5877 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5878 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5879 if (rsurfacepass == RSURFPASS_BACKGROUND)
5881 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5882 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5883 R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5887 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5889 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5890 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5891 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5892 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5893 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5895 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5896 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5897 if (rsurface.rtlight)
5899 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5900 if (r_shadow_usingshadowmapcube)
5901 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5902 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5907 case RENDERPATH_CGGL:
5909 if (gl_mesh_separatearrays.integer)
5911 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5912 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5913 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5914 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5915 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5916 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5917 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5918 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5922 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5923 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5925 R_SetupShader_SetPermutationCG(mode, permutation);
5926 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5927 if (mode == SHADERMODE_LIGHTSOURCE)
5929 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5930 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5934 if (mode == SHADERMODE_LIGHTDIRECTION)
5936 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5939 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5940 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5941 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5942 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5943 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5946 if (mode == SHADERMODE_LIGHTSOURCE)
5948 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5949 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5950 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5951 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5952 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
5954 // additive passes are only darkened by fog, not tinted
5955 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5956 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5960 if (mode == SHADERMODE_FLATCOLOR)
5962 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5964 else if (mode == SHADERMODE_LIGHTDIRECTION)
5966 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5967 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5968 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5969 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5970 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5971 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
5972 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5976 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5977 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
5978 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5979 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5980 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5982 // additive passes are only darkened by fog, not tinted
5983 if (r_cg_permutation->fp_FogColor)
5985 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5986 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5988 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5991 if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
5992 if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
5993 if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
5994 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5995 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5996 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5997 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5998 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6000 if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
6001 if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
6002 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6003 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6004 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6005 if (r_cg_permutation->fp_Color_Pants)
6007 if (rsurface.texture->pantstexture)
6008 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6010 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6013 if (r_cg_permutation->fp_Color_Shirt)
6015 if (rsurface.texture->shirttexture)
6016 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6018 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6021 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
6022 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6023 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6024 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6025 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6026 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
6027 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6029 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6030 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6031 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6032 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6033 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6034 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6035 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6036 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6037 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6038 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6039 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6040 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6041 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6042 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6043 if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
6044 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6045 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6046 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6047 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6048 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6049 if (rsurfacepass == RSURFPASS_BACKGROUND)
6051 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
6052 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6053 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
6057 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6059 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6060 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6061 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6062 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6063 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6065 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6066 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
6067 if (rsurface.rtlight)
6069 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6070 if (r_shadow_usingshadowmapcube)
6071 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
6072 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6079 case RENDERPATH_GL13:
6080 case RENDERPATH_GL11:
6085 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6087 // select a permutation of the lighting shader appropriate to this
6088 // combination of texture, entity, light source, and fogging, only use the
6089 // minimum features necessary to avoid wasting rendering time in the
6090 // fragment shader on features that are not being used
6091 unsigned int permutation = 0;
6092 unsigned int mode = 0;
6093 const float *lightcolorbase = rtlight->currentcolor;
6094 float ambientscale = rtlight->ambientscale;
6095 float diffusescale = rtlight->diffusescale;
6096 float specularscale = rtlight->specularscale;
6097 // this is the location of the light in view space
6098 vec3_t viewlightorigin;
6099 // this transforms from view space (camera) to light space (cubemap)
6100 matrix4x4_t viewtolight;
6101 matrix4x4_t lighttoview;
6102 float viewtolight16f[16];
6103 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6105 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6106 if (rtlight->currentcubemap != r_texture_whitecube)
6107 permutation |= SHADERPERMUTATION_CUBEFILTER;
6108 if (diffusescale > 0)
6109 permutation |= SHADERPERMUTATION_DIFFUSE;
6110 if (specularscale > 0)
6112 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6113 if (r_shadow_glossexact.integer)
6114 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6116 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
6118 if (r_shadow_usingshadowmaprect)
6119 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
6120 if (r_shadow_usingshadowmap2d)
6121 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6122 if (r_shadow_usingshadowmapcube)
6123 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
6124 else if(r_shadow_shadowmapvsdct)
6125 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6127 if (r_shadow_shadowmapsampler)
6128 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6129 if (r_shadow_shadowmappcf > 1)
6130 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6131 else if (r_shadow_shadowmappcf)
6132 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6134 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6135 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6136 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6137 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6138 switch(vid.renderpath)
6140 case RENDERPATH_D3D9:
6142 R_SetupShader_SetPermutationHLSL(mode, permutation);
6143 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6144 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6145 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6146 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6147 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6148 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6149 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6150 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6151 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6152 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6154 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6155 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6156 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6157 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6158 R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
6159 if (r_shadow_usingshadowmapcube)
6160 R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6161 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6162 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6165 case RENDERPATH_D3D10:
6166 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6168 case RENDERPATH_D3D11:
6169 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6171 case RENDERPATH_GL20:
6172 R_SetupShader_SetPermutationGLSL(mode, permutation);
6173 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6174 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6175 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6176 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6177 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6178 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6179 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6180 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6181 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6182 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6184 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6185 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6186 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6187 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6188 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
6189 if (r_shadow_usingshadowmapcube)
6190 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6191 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6192 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6194 case RENDERPATH_CGGL:
6196 R_SetupShader_SetPermutationCG(mode, permutation);
6197 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6198 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6199 if (r_cg_permutation->fp_DeferredColor_Ambient ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);CHECKCGERROR
6200 if (r_cg_permutation->fp_DeferredColor_Diffuse ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);CHECKCGERROR
6201 if (r_cg_permutation->fp_DeferredColor_Specular ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
6202 if (r_cg_permutation->fp_ShadowMap_TextureScale ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
6203 if (r_cg_permutation->fp_ShadowMap_Parameters ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
6204 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6205 if (r_cg_permutation->fp_ScreenToDepth ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
6206 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6208 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6209 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6210 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6211 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6212 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
6213 if (r_shadow_usingshadowmapcube)
6214 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
6215 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6216 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6219 case RENDERPATH_GL13:
6220 case RENDERPATH_GL11:
6225 #define SKINFRAME_HASH 1024
6229 int loadsequence; // incremented each level change
6230 memexpandablearray_t array;
6231 skinframe_t *hash[SKINFRAME_HASH];
6234 r_skinframe_t r_skinframe;
6236 void R_SkinFrame_PrepareForPurge(void)
6238 r_skinframe.loadsequence++;
6239 // wrap it without hitting zero
6240 if (r_skinframe.loadsequence >= 200)
6241 r_skinframe.loadsequence = 1;
6244 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6248 // mark the skinframe as used for the purging code
6249 skinframe->loadsequence = r_skinframe.loadsequence;
6252 void R_SkinFrame_Purge(void)
6256 for (i = 0;i < SKINFRAME_HASH;i++)
6258 for (s = r_skinframe.hash[i];s;s = s->next)
6260 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6262 if (s->merged == s->base)
6264 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6265 R_PurgeTexture(s->stain );s->stain = NULL;
6266 R_PurgeTexture(s->merged);s->merged = NULL;
6267 R_PurgeTexture(s->base );s->base = NULL;
6268 R_PurgeTexture(s->pants );s->pants = NULL;
6269 R_PurgeTexture(s->shirt );s->shirt = NULL;
6270 R_PurgeTexture(s->nmap );s->nmap = NULL;
6271 R_PurgeTexture(s->gloss );s->gloss = NULL;
6272 R_PurgeTexture(s->glow );s->glow = NULL;
6273 R_PurgeTexture(s->fog );s->fog = NULL;
6274 R_PurgeTexture(s->reflect);s->reflect = NULL;
6275 s->loadsequence = 0;
6281 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6283 char basename[MAX_QPATH];
6285 Image_StripImageExtension(name, basename, sizeof(basename));
6287 if( last == NULL ) {
6289 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6290 item = r_skinframe.hash[hashindex];
6295 // linearly search through the hash bucket
6296 for( ; item ; item = item->next ) {
6297 if( !strcmp( item->basename, basename ) ) {
6304 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6308 char basename[MAX_QPATH];
6310 Image_StripImageExtension(name, basename, sizeof(basename));
6312 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6313 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6314 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6318 rtexture_t *dyntexture;
6319 // check whether its a dynamic texture
6320 dyntexture = CL_GetDynTexture( basename );
6321 if (!add && !dyntexture)
6323 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6324 memset(item, 0, sizeof(*item));
6325 strlcpy(item->basename, basename, sizeof(item->basename));
6326 item->base = dyntexture; // either NULL or dyntexture handle
6327 item->textureflags = textureflags;
6328 item->comparewidth = comparewidth;
6329 item->compareheight = compareheight;
6330 item->comparecrc = comparecrc;
6331 item->next = r_skinframe.hash[hashindex];
6332 r_skinframe.hash[hashindex] = item;
6334 else if( item->base == NULL )
6336 rtexture_t *dyntexture;
6337 // check whether its a dynamic texture
6338 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
6339 dyntexture = CL_GetDynTexture( basename );
6340 item->base = dyntexture; // either NULL or dyntexture handle
6343 R_SkinFrame_MarkUsed(item);
6347 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6349 unsigned long long avgcolor[5], wsum; \
6357 for(pix = 0; pix < cnt; ++pix) \
6360 for(comp = 0; comp < 3; ++comp) \
6362 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6365 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6367 for(comp = 0; comp < 3; ++comp) \
6368 avgcolor[comp] += getpixel * w; \
6371 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6372 avgcolor[4] += getpixel; \
6374 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6376 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6377 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6378 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6379 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6382 extern cvar_t gl_picmip;
6383 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6386 unsigned char *pixels;
6387 unsigned char *bumppixels;
6388 unsigned char *basepixels = NULL;
6389 int basepixels_width = 0;
6390 int basepixels_height = 0;
6391 skinframe_t *skinframe;
6392 rtexture_t *ddsbase = NULL;
6393 qboolean ddshasalpha = false;
6394 float ddsavgcolor[4];
6395 char basename[MAX_QPATH];
6396 int miplevel = R_PicmipForFlags(textureflags);
6397 int savemiplevel = miplevel;
6400 if (cls.state == ca_dedicated)
6403 // return an existing skinframe if already loaded
6404 // if loading of the first image fails, don't make a new skinframe as it
6405 // would cause all future lookups of this to be missing
6406 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6407 if (skinframe && skinframe->base)
6410 Image_StripImageExtension(name, basename, sizeof(basename));
6412 // check for DDS texture file first
6413 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6415 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6416 if (basepixels == NULL)
6420 // FIXME handle miplevel
6422 if (developer_loading.integer)
6423 Con_Printf("loading skin \"%s\"\n", name);
6425 // we've got some pixels to store, so really allocate this new texture now
6427 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6428 skinframe->stain = NULL;
6429 skinframe->merged = NULL;
6430 skinframe->base = NULL;
6431 skinframe->pants = NULL;
6432 skinframe->shirt = NULL;
6433 skinframe->nmap = NULL;
6434 skinframe->gloss = NULL;
6435 skinframe->glow = NULL;
6436 skinframe->fog = NULL;
6437 skinframe->reflect = NULL;
6438 skinframe->hasalpha = false;
6442 skinframe->base = ddsbase;
6443 skinframe->hasalpha = ddshasalpha;
6444 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6445 if (r_loadfog && skinframe->hasalpha)
6446 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6447 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6451 basepixels_width = image_width;
6452 basepixels_height = image_height;
6453 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6454 if (textureflags & TEXF_ALPHA)
6456 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6458 if (basepixels[j] < 255)
6460 skinframe->hasalpha = true;
6464 if (r_loadfog && skinframe->hasalpha)
6466 // has transparent pixels
6467 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6468 for (j = 0;j < image_width * image_height * 4;j += 4)
6473 pixels[j+3] = basepixels[j+3];
6475 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6479 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6480 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6481 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6482 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
6483 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6484 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
6489 mymiplevel = savemiplevel;
6490 if (r_loadnormalmap)
6491 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, mymiplevel);
6492 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6494 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6495 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6496 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6497 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6500 // _norm is the name used by tenebrae and has been adopted as standard
6501 if (r_loadnormalmap && skinframe->nmap == NULL)
6503 mymiplevel = savemiplevel;
6504 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6506 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6510 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6512 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6513 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6514 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6516 Mem_Free(bumppixels);
6518 else if (r_shadow_bumpscale_basetexture.value > 0)
6520 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6521 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6522 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6525 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6526 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
6529 // _luma is supported only for tenebrae compatibility
6530 // _glow is the preferred name
6531 mymiplevel = savemiplevel;
6532 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6534 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6535 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6536 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
6537 Mem_Free(pixels);pixels = NULL;
6540 mymiplevel = savemiplevel;
6541 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6543 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6544 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6545 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
6550 mymiplevel = savemiplevel;
6551 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6553 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6554 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6555 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
6560 mymiplevel = savemiplevel;
6561 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6563 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6564 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6565 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
6570 mymiplevel = savemiplevel;
6571 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6573 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6574 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6575 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
6581 Mem_Free(basepixels);
6586 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6587 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6590 unsigned char *temp1, *temp2;
6591 skinframe_t *skinframe;
6593 if (cls.state == ca_dedicated)
6596 // if already loaded just return it, otherwise make a new skinframe
6597 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6598 if (skinframe && skinframe->base)
6601 skinframe->stain = NULL;
6602 skinframe->merged = NULL;
6603 skinframe->base = NULL;
6604 skinframe->pants = NULL;
6605 skinframe->shirt = NULL;
6606 skinframe->nmap = NULL;
6607 skinframe->gloss = NULL;
6608 skinframe->glow = NULL;
6609 skinframe->fog = NULL;
6610 skinframe->reflect = NULL;
6611 skinframe->hasalpha = false;
6613 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6617 if (developer_loading.integer)
6618 Con_Printf("loading 32bit skin \"%s\"\n", name);
6620 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6622 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6623 temp2 = temp1 + width * height * 4;
6624 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6625 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
6628 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
6629 if (textureflags & TEXF_ALPHA)
6631 for (i = 3;i < width * height * 4;i += 4)
6633 if (skindata[i] < 255)
6635 skinframe->hasalpha = true;
6639 if (r_loadfog && skinframe->hasalpha)
6641 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6642 memcpy(fogpixels, skindata, width * height * 4);
6643 for (i = 0;i < width * height * 4;i += 4)
6644 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6645 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
6646 Mem_Free(fogpixels);
6650 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6651 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6656 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6660 skinframe_t *skinframe;
6662 if (cls.state == ca_dedicated)
6665 // if already loaded just return it, otherwise make a new skinframe
6666 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6667 if (skinframe && skinframe->base)
6670 skinframe->stain = NULL;
6671 skinframe->merged = NULL;
6672 skinframe->base = NULL;
6673 skinframe->pants = NULL;
6674 skinframe->shirt = NULL;
6675 skinframe->nmap = NULL;
6676 skinframe->gloss = NULL;
6677 skinframe->glow = NULL;
6678 skinframe->fog = NULL;
6679 skinframe->reflect = NULL;
6680 skinframe->hasalpha = false;
6682 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6686 if (developer_loading.integer)
6687 Con_Printf("loading quake skin \"%s\"\n", name);
6689 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
6690 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6691 memcpy(skinframe->qpixels, skindata, width*height);
6692 skinframe->qwidth = width;
6693 skinframe->qheight = height;
6696 for (i = 0;i < width * height;i++)
6697 featuresmask |= palette_featureflags[skindata[i]];
6699 skinframe->hasalpha = false;
6700 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6701 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6702 skinframe->qgeneratemerged = true;
6703 skinframe->qgeneratebase = skinframe->qhascolormapping;
6704 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6706 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6707 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6712 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6716 unsigned char *skindata;
6718 if (!skinframe->qpixels)
6721 if (!skinframe->qhascolormapping)
6722 colormapped = false;
6726 if (!skinframe->qgeneratebase)
6731 if (!skinframe->qgeneratemerged)
6735 width = skinframe->qwidth;
6736 height = skinframe->qheight;
6737 skindata = skinframe->qpixels;
6739 if (skinframe->qgeneratenmap)
6741 unsigned char *temp1, *temp2;
6742 skinframe->qgeneratenmap = false;
6743 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6744 temp2 = temp1 + width * height * 4;
6745 // use either a custom palette or the quake palette
6746 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6747 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6748 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
6752 if (skinframe->qgenerateglow)
6754 skinframe->qgenerateglow = false;
6755 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6760 skinframe->qgeneratebase = false;
6761 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6762 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6763 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6767 skinframe->qgeneratemerged = false;
6768 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6771 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6773 Mem_Free(skinframe->qpixels);
6774 skinframe->qpixels = NULL;
6778 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
6781 skinframe_t *skinframe;
6783 if (cls.state == ca_dedicated)
6786 // if already loaded just return it, otherwise make a new skinframe
6787 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6788 if (skinframe && skinframe->base)
6791 skinframe->stain = NULL;
6792 skinframe->merged = NULL;
6793 skinframe->base = NULL;
6794 skinframe->pants = NULL;
6795 skinframe->shirt = NULL;
6796 skinframe->nmap = NULL;
6797 skinframe->gloss = NULL;
6798 skinframe->glow = NULL;
6799 skinframe->fog = NULL;
6800 skinframe->reflect = NULL;
6801 skinframe->hasalpha = false;
6803 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6807 if (developer_loading.integer)
6808 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6810 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette);
6811 if (textureflags & TEXF_ALPHA)
6813 for (i = 0;i < width * height;i++)
6815 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6817 skinframe->hasalpha = true;
6821 if (r_loadfog && skinframe->hasalpha)
6822 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, alphapalette);
6825 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6826 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6831 skinframe_t *R_SkinFrame_LoadMissing(void)
6833 skinframe_t *skinframe;
6835 if (cls.state == ca_dedicated)
6838 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6839 skinframe->stain = NULL;
6840 skinframe->merged = NULL;
6841 skinframe->base = NULL;
6842 skinframe->pants = NULL;
6843 skinframe->shirt = NULL;
6844 skinframe->nmap = NULL;
6845 skinframe->gloss = NULL;
6846 skinframe->glow = NULL;
6847 skinframe->fog = NULL;
6848 skinframe->reflect = NULL;
6849 skinframe->hasalpha = false;
6851 skinframe->avgcolor[0] = rand() / RAND_MAX;
6852 skinframe->avgcolor[1] = rand() / RAND_MAX;
6853 skinframe->avgcolor[2] = rand() / RAND_MAX;
6854 skinframe->avgcolor[3] = 1;
6859 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6860 typedef struct suffixinfo_s
6863 qboolean flipx, flipy, flipdiagonal;
6866 static suffixinfo_t suffix[3][6] =
6869 {"px", false, false, false},
6870 {"nx", false, false, false},
6871 {"py", false, false, false},
6872 {"ny", false, false, false},
6873 {"pz", false, false, false},
6874 {"nz", false, false, false}
6877 {"posx", false, false, false},
6878 {"negx", false, false, false},
6879 {"posy", false, false, false},
6880 {"negy", false, false, false},
6881 {"posz", false, false, false},
6882 {"negz", false, false, false}
6885 {"rt", true, false, true},
6886 {"lf", false, true, true},
6887 {"ft", true, true, false},
6888 {"bk", false, false, false},
6889 {"up", true, false, true},
6890 {"dn", true, false, true}
6894 static int componentorder[4] = {0, 1, 2, 3};
6896 rtexture_t *R_LoadCubemap(const char *basename)
6898 int i, j, cubemapsize;
6899 unsigned char *cubemappixels, *image_buffer;
6900 rtexture_t *cubemaptexture;
6902 // must start 0 so the first loadimagepixels has no requested width/height
6904 cubemappixels = NULL;
6905 cubemaptexture = NULL;
6906 // keep trying different suffix groups (posx, px, rt) until one loads
6907 for (j = 0;j < 3 && !cubemappixels;j++)
6909 // load the 6 images in the suffix group
6910 for (i = 0;i < 6;i++)
6912 // generate an image name based on the base and and suffix
6913 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6915 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6917 // an image loaded, make sure width and height are equal
6918 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6920 // if this is the first image to load successfully, allocate the cubemap memory
6921 if (!cubemappixels && image_width >= 1)
6923 cubemapsize = image_width;
6924 // note this clears to black, so unavailable sides are black
6925 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6927 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6929 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
6932 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6934 Mem_Free(image_buffer);
6938 // if a cubemap loaded, upload it
6941 if (developer_loading.integer)
6942 Con_Printf("loading cubemap \"%s\"\n", basename);
6944 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6945 Mem_Free(cubemappixels);
6949 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6950 if (developer_loading.integer)
6952 Con_Printf("(tried tried images ");
6953 for (j = 0;j < 3;j++)
6954 for (i = 0;i < 6;i++)
6955 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6956 Con_Print(" and was unable to find any of them).\n");
6959 return cubemaptexture;
6962 rtexture_t *R_GetCubemap(const char *basename)
6965 for (i = 0;i < r_texture_numcubemaps;i++)
6966 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6967 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6968 if (i >= MAX_CUBEMAPS)
6969 return r_texture_whitecube;
6970 r_texture_numcubemaps++;
6971 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6972 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6973 return r_texture_cubemaps[i].texture;
6976 void R_FreeCubemaps(void)
6979 for (i = 0;i < r_texture_numcubemaps;i++)
6981 if (developer_loading.integer)
6982 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6983 if (r_texture_cubemaps[i].texture)
6984 R_FreeTexture(r_texture_cubemaps[i].texture);
6986 r_texture_numcubemaps = 0;
6989 void R_Main_FreeViewCache(void)
6991 if (r_refdef.viewcache.entityvisible)
6992 Mem_Free(r_refdef.viewcache.entityvisible);
6993 if (r_refdef.viewcache.world_pvsbits)
6994 Mem_Free(r_refdef.viewcache.world_pvsbits);
6995 if (r_refdef.viewcache.world_leafvisible)
6996 Mem_Free(r_refdef.viewcache.world_leafvisible);
6997 if (r_refdef.viewcache.world_surfacevisible)
6998 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6999 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7002 void R_Main_ResizeViewCache(void)
7004 int numentities = r_refdef.scene.numentities;
7005 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7006 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7007 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7008 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7009 if (r_refdef.viewcache.maxentities < numentities)
7011 r_refdef.viewcache.maxentities = numentities;
7012 if (r_refdef.viewcache.entityvisible)
7013 Mem_Free(r_refdef.viewcache.entityvisible);
7014 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7016 if (r_refdef.viewcache.world_numclusters != numclusters)
7018 r_refdef.viewcache.world_numclusters = numclusters;
7019 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7020 if (r_refdef.viewcache.world_pvsbits)
7021 Mem_Free(r_refdef.viewcache.world_pvsbits);
7022 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7024 if (r_refdef.viewcache.world_numleafs != numleafs)
7026 r_refdef.viewcache.world_numleafs = numleafs;
7027 if (r_refdef.viewcache.world_leafvisible)
7028 Mem_Free(r_refdef.viewcache.world_leafvisible);
7029 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7031 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7033 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7034 if (r_refdef.viewcache.world_surfacevisible)
7035 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7036 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7040 extern rtexture_t *loadingscreentexture;
7041 void gl_main_start(void)
7043 loadingscreentexture = NULL;
7044 r_texture_blanknormalmap = NULL;
7045 r_texture_white = NULL;
7046 r_texture_grey128 = NULL;
7047 r_texture_black = NULL;
7048 r_texture_whitecube = NULL;
7049 r_texture_normalizationcube = NULL;
7050 r_texture_fogattenuation = NULL;
7051 r_texture_fogheighttexture = NULL;
7052 r_texture_gammaramps = NULL;
7053 r_texture_numcubemaps = 0;
7055 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7056 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7058 switch(vid.renderpath)
7060 case RENDERPATH_GL20:
7061 case RENDERPATH_CGGL:
7062 case RENDERPATH_D3D9:
7063 case RENDERPATH_D3D10:
7064 case RENDERPATH_D3D11:
7065 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7066 Cvar_SetValueQuick(&gl_combine, 1);
7067 Cvar_SetValueQuick(&r_glsl, 1);
7068 r_loadnormalmap = true;
7072 case RENDERPATH_GL13:
7073 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7074 Cvar_SetValueQuick(&gl_combine, 1);
7075 Cvar_SetValueQuick(&r_glsl, 0);
7076 r_loadnormalmap = false;
7077 r_loadgloss = false;
7080 case RENDERPATH_GL11:
7081 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7082 Cvar_SetValueQuick(&gl_combine, 0);
7083 Cvar_SetValueQuick(&r_glsl, 0);
7084 r_loadnormalmap = false;
7085 r_loadgloss = false;
7091 R_FrameData_Reset();
7095 memset(r_queries, 0, sizeof(r_queries));
7097 r_qwskincache = NULL;
7098 r_qwskincache_size = 0;
7100 // set up r_skinframe loading system for textures
7101 memset(&r_skinframe, 0, sizeof(r_skinframe));
7102 r_skinframe.loadsequence = 1;
7103 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7105 r_main_texturepool = R_AllocTexturePool();
7106 R_BuildBlankTextures();
7108 if (vid.support.arb_texture_cube_map)
7111 R_BuildNormalizationCube();
7113 r_texture_fogattenuation = NULL;
7114 r_texture_fogheighttexture = NULL;
7115 r_texture_gammaramps = NULL;
7116 //r_texture_fogintensity = NULL;
7117 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7118 memset(&r_waterstate, 0, sizeof(r_waterstate));
7119 r_glsl_permutation = NULL;
7120 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7121 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7122 glslshaderstring = NULL;
7124 r_cg_permutation = NULL;
7125 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7126 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7127 cgshaderstring = NULL;
7130 r_hlsl_permutation = NULL;
7131 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7132 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7133 hlslshaderstring = NULL;
7135 memset(&r_svbsp, 0, sizeof (r_svbsp));
7137 r_refdef.fogmasktable_density = 0;
7140 void gl_main_shutdown(void)
7143 R_FrameData_Reset();
7145 R_Main_FreeViewCache();
7147 switch(vid.renderpath)
7149 case RENDERPATH_GL11:
7150 case RENDERPATH_GL13:
7151 case RENDERPATH_GL20:
7152 case RENDERPATH_CGGL:
7154 qglDeleteQueriesARB(r_maxqueries, r_queries);
7156 case RENDERPATH_D3D9:
7157 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7159 case RENDERPATH_D3D10:
7160 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7162 case RENDERPATH_D3D11:
7163 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7169 memset(r_queries, 0, sizeof(r_queries));
7171 r_qwskincache = NULL;
7172 r_qwskincache_size = 0;
7174 // clear out the r_skinframe state
7175 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7176 memset(&r_skinframe, 0, sizeof(r_skinframe));
7179 Mem_Free(r_svbsp.nodes);
7180 memset(&r_svbsp, 0, sizeof (r_svbsp));
7181 R_FreeTexturePool(&r_main_texturepool);
7182 loadingscreentexture = NULL;
7183 r_texture_blanknormalmap = NULL;
7184 r_texture_white = NULL;
7185 r_texture_grey128 = NULL;
7186 r_texture_black = NULL;
7187 r_texture_whitecube = NULL;
7188 r_texture_normalizationcube = NULL;
7189 r_texture_fogattenuation = NULL;
7190 r_texture_fogheighttexture = NULL;
7191 r_texture_gammaramps = NULL;
7192 r_texture_numcubemaps = 0;
7193 //r_texture_fogintensity = NULL;
7194 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7195 memset(&r_waterstate, 0, sizeof(r_waterstate));
7199 extern void CL_ParseEntityLump(char *entitystring);
7200 void gl_main_newmap(void)
7202 // FIXME: move this code to client
7203 char *entities, entname[MAX_QPATH];
7205 Mem_Free(r_qwskincache);
7206 r_qwskincache = NULL;
7207 r_qwskincache_size = 0;
7210 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7211 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7213 CL_ParseEntityLump(entities);
7217 if (cl.worldmodel->brush.entities)
7218 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7220 R_Main_FreeViewCache();
7222 R_FrameData_Reset();
7225 void GL_Main_Init(void)
7227 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7229 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7230 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7231 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7232 if (gamemode == GAME_NEHAHRA)
7234 Cvar_RegisterVariable (&gl_fogenable);
7235 Cvar_RegisterVariable (&gl_fogdensity);
7236 Cvar_RegisterVariable (&gl_fogred);
7237 Cvar_RegisterVariable (&gl_foggreen);
7238 Cvar_RegisterVariable (&gl_fogblue);
7239 Cvar_RegisterVariable (&gl_fogstart);
7240 Cvar_RegisterVariable (&gl_fogend);
7241 Cvar_RegisterVariable (&gl_skyclip);
7243 Cvar_RegisterVariable(&r_motionblur);
7244 Cvar_RegisterVariable(&r_motionblur_maxblur);
7245 Cvar_RegisterVariable(&r_motionblur_bmin);
7246 Cvar_RegisterVariable(&r_motionblur_vmin);
7247 Cvar_RegisterVariable(&r_motionblur_vmax);
7248 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7249 Cvar_RegisterVariable(&r_motionblur_randomize);
7250 Cvar_RegisterVariable(&r_damageblur);
7251 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7252 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7253 Cvar_RegisterVariable(&r_equalize_entities_by);
7254 Cvar_RegisterVariable(&r_equalize_entities_to);
7255 Cvar_RegisterVariable(&r_depthfirst);
7256 Cvar_RegisterVariable(&r_useinfinitefarclip);
7257 Cvar_RegisterVariable(&r_farclip_base);
7258 Cvar_RegisterVariable(&r_farclip_world);
7259 Cvar_RegisterVariable(&r_nearclip);
7260 Cvar_RegisterVariable(&r_showbboxes);
7261 Cvar_RegisterVariable(&r_showsurfaces);
7262 Cvar_RegisterVariable(&r_showtris);
7263 Cvar_RegisterVariable(&r_shownormals);
7264 Cvar_RegisterVariable(&r_showlighting);
7265 Cvar_RegisterVariable(&r_showshadowvolumes);
7266 Cvar_RegisterVariable(&r_showcollisionbrushes);
7267 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7268 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7269 Cvar_RegisterVariable(&r_showdisabledepthtest);
7270 Cvar_RegisterVariable(&r_drawportals);
7271 Cvar_RegisterVariable(&r_drawentities);
7272 Cvar_RegisterVariable(&r_draw2d);
7273 Cvar_RegisterVariable(&r_drawworld);
7274 Cvar_RegisterVariable(&r_cullentities_trace);
7275 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7276 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7277 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7278 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7279 Cvar_RegisterVariable(&r_drawviewmodel);
7280 Cvar_RegisterVariable(&r_drawexteriormodel);
7281 Cvar_RegisterVariable(&r_speeds);
7282 Cvar_RegisterVariable(&r_fullbrights);
7283 Cvar_RegisterVariable(&r_wateralpha);
7284 Cvar_RegisterVariable(&r_dynamic);
7285 Cvar_RegisterVariable(&r_fullbright);
7286 Cvar_RegisterVariable(&r_shadows);
7287 Cvar_RegisterVariable(&r_shadows_darken);
7288 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7289 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7290 Cvar_RegisterVariable(&r_shadows_throwdistance);
7291 Cvar_RegisterVariable(&r_shadows_throwdirection);
7292 Cvar_RegisterVariable(&r_shadows_focus);
7293 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7294 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7295 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7296 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7297 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7298 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7299 Cvar_RegisterVariable(&r_fog_exp2);
7300 Cvar_RegisterVariable(&r_drawfog);
7301 Cvar_RegisterVariable(&r_transparentdepthmasking);
7302 Cvar_RegisterVariable(&r_texture_dds_load);
7303 Cvar_RegisterVariable(&r_texture_dds_save);
7304 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7305 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7306 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7307 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7308 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7309 Cvar_RegisterVariable(&r_textureunits);
7310 Cvar_RegisterVariable(&gl_combine);
7311 Cvar_RegisterVariable(&r_glsl);
7312 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7313 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7314 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7315 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7316 Cvar_RegisterVariable(&r_glsl_postprocess);
7317 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7318 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7319 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7320 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7321 Cvar_RegisterVariable(&r_water);
7322 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7323 Cvar_RegisterVariable(&r_water_clippingplanebias);
7324 Cvar_RegisterVariable(&r_water_refractdistort);
7325 Cvar_RegisterVariable(&r_water_reflectdistort);
7326 Cvar_RegisterVariable(&r_lerpsprites);
7327 Cvar_RegisterVariable(&r_lerpmodels);
7328 Cvar_RegisterVariable(&r_lerplightstyles);
7329 Cvar_RegisterVariable(&r_waterscroll);
7330 Cvar_RegisterVariable(&r_bloom);
7331 Cvar_RegisterVariable(&r_bloom_colorscale);
7332 Cvar_RegisterVariable(&r_bloom_brighten);
7333 Cvar_RegisterVariable(&r_bloom_blur);
7334 Cvar_RegisterVariable(&r_bloom_resolution);
7335 Cvar_RegisterVariable(&r_bloom_colorexponent);
7336 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7337 Cvar_RegisterVariable(&r_hdr);
7338 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7339 Cvar_RegisterVariable(&r_hdr_glowintensity);
7340 Cvar_RegisterVariable(&r_hdr_range);
7341 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7342 Cvar_RegisterVariable(&developer_texturelogging);
7343 Cvar_RegisterVariable(&gl_lightmaps);
7344 Cvar_RegisterVariable(&r_test);
7345 Cvar_RegisterVariable(&r_glsl_saturation);
7346 Cvar_RegisterVariable(&r_framedatasize);
7347 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7348 Cvar_SetValue("r_fullbrights", 0);
7349 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7351 Cvar_RegisterVariable(&r_track_sprites);
7352 Cvar_RegisterVariable(&r_track_sprites_flags);
7353 Cvar_RegisterVariable(&r_track_sprites_scalew);
7354 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7355 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7356 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7359 extern void R_Textures_Init(void);
7360 extern void GL_Draw_Init(void);
7361 extern void GL_Main_Init(void);
7362 extern void R_Shadow_Init(void);
7363 extern void R_Sky_Init(void);
7364 extern void GL_Surf_Init(void);
7365 extern void R_Particles_Init(void);
7366 extern void R_Explosion_Init(void);
7367 extern void gl_backend_init(void);
7368 extern void Sbar_Init(void);
7369 extern void R_LightningBeams_Init(void);
7370 extern void Mod_RenderInit(void);
7371 extern void Font_Init(void);
7373 void Render_Init(void)
7386 R_LightningBeams_Init();
7395 extern char *ENGINE_EXTENSIONS;
7398 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7399 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7400 gl_version = (const char *)qglGetString(GL_VERSION);
7401 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7405 if (!gl_platformextensions)
7406 gl_platformextensions = "";
7408 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7409 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7410 Con_Printf("GL_VERSION: %s\n", gl_version);
7411 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7412 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7414 VID_CheckExtensions();
7416 // LordHavoc: report supported extensions
7417 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7419 // clear to black (loading plaque will be seen over this)
7420 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7423 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7427 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7429 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7432 p = r_refdef.view.frustum + i;
7437 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7441 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7445 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7449 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7453 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7457 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7461 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7465 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7473 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7477 for (i = 0;i < numplanes;i++)
7484 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7488 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7492 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7496 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7500 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7504 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7508 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7512 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7520 //==================================================================================
7522 // LordHavoc: this stores temporary data used within the same frame
7524 qboolean r_framedata_failed;
7525 static size_t r_framedata_size;
7526 static size_t r_framedata_current;
7527 static void *r_framedata_base;
7529 void R_FrameData_Reset(void)
7531 if (r_framedata_base)
7532 Mem_Free(r_framedata_base);
7533 r_framedata_base = NULL;
7534 r_framedata_size = 0;
7535 r_framedata_current = 0;
7536 r_framedata_failed = false;
7539 void R_FrameData_NewFrame(void)
7542 if (r_framedata_failed)
7543 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7544 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7545 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7546 if (r_framedata_size != wantedsize)
7548 r_framedata_size = wantedsize;
7549 if (r_framedata_base)
7550 Mem_Free(r_framedata_base);
7551 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7553 r_framedata_current = 0;
7554 r_framedata_failed = false;
7557 void *R_FrameData_Alloc(size_t size)
7561 // align to 16 byte boundary
7562 size = (size + 15) & ~15;
7563 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7564 r_framedata_current += size;
7567 if (r_framedata_current > r_framedata_size)
7568 r_framedata_failed = true;
7570 // return NULL on everything after a failure
7571 if (r_framedata_failed)
7577 void *R_FrameData_Store(size_t size, void *data)
7579 void *d = R_FrameData_Alloc(size);
7581 memcpy(d, data, size);
7585 //==================================================================================
7587 // LordHavoc: animcache originally written by Echon, rewritten since then
7590 * Animation cache prevents re-generating mesh data for an animated model
7591 * multiple times in one frame for lighting, shadowing, reflections, etc.
7594 void R_AnimCache_Free(void)
7598 void R_AnimCache_ClearCache(void)
7601 entity_render_t *ent;
7603 for (i = 0;i < r_refdef.scene.numentities;i++)
7605 ent = r_refdef.scene.entities[i];
7606 ent->animcache_vertex3f = NULL;
7607 ent->animcache_normal3f = NULL;
7608 ent->animcache_svector3f = NULL;
7609 ent->animcache_tvector3f = NULL;
7610 ent->animcache_vertexposition = NULL;
7611 ent->animcache_vertexmesh = NULL;
7612 ent->animcache_vertexpositionbuffer = NULL;
7613 ent->animcache_vertexmeshbuffer = NULL;
7617 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7620 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7621 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7622 if (!ent->animcache_vertexposition)
7623 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7624 if (ent->animcache_vertexposition)
7626 for (i = 0;i < numvertices;i++)
7627 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
7628 // TODO: upload vertex buffer?
7630 if (ent->animcache_vertexmesh)
7632 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7633 for (i = 0;i < numvertices;i++)
7634 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
7635 if (ent->animcache_svector3f)
7636 for (i = 0;i < numvertices;i++)
7637 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
7638 if (ent->animcache_tvector3f)
7639 for (i = 0;i < numvertices;i++)
7640 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
7641 if (ent->animcache_normal3f)
7642 for (i = 0;i < numvertices;i++)
7643 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
7644 // TODO: upload vertex buffer?
7648 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7650 dp_model_t *model = ent->model;
7652 // see if it's already cached this frame
7653 if (ent->animcache_vertex3f)
7655 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7656 if (wantnormals || wanttangents)
7658 if (ent->animcache_normal3f)
7659 wantnormals = false;
7660 if (ent->animcache_svector3f)
7661 wanttangents = false;
7662 if (wantnormals || wanttangents)
7664 numvertices = model->surfmesh.num_vertices;
7666 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7669 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7670 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7672 if (!r_framedata_failed)
7674 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7675 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7682 // see if this ent is worth caching
7683 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7685 // get some memory for this entity and generate mesh data
7686 numvertices = model->surfmesh.num_vertices;
7687 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7689 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7692 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7693 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7695 if (!r_framedata_failed)
7697 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7698 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7701 return !r_framedata_failed;
7704 void R_AnimCache_CacheVisibleEntities(void)
7707 qboolean wantnormals = true;
7708 qboolean wanttangents = !r_showsurfaces.integer;
7710 switch(vid.renderpath)
7712 case RENDERPATH_GL20:
7713 case RENDERPATH_CGGL:
7714 case RENDERPATH_D3D9:
7715 case RENDERPATH_D3D10:
7716 case RENDERPATH_D3D11:
7718 case RENDERPATH_GL13:
7719 case RENDERPATH_GL11:
7720 wanttangents = false;
7724 if (r_shownormals.integer)
7725 wanttangents = wantnormals = true;
7727 // TODO: thread this
7728 // NOTE: R_PrepareRTLights() also caches entities
7730 for (i = 0;i < r_refdef.scene.numentities;i++)
7731 if (r_refdef.viewcache.entityvisible[i])
7732 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7735 //==================================================================================
7737 static void R_View_UpdateEntityLighting (void)
7740 entity_render_t *ent;
7741 vec3_t tempdiffusenormal, avg;
7742 vec_t f, fa, fd, fdd;
7743 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7745 for (i = 0;i < r_refdef.scene.numentities;i++)
7747 ent = r_refdef.scene.entities[i];
7749 // skip unseen models
7750 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7754 if (ent->model && ent->model->brush.num_leafs)
7756 // TODO: use modellight for r_ambient settings on world?
7757 VectorSet(ent->modellight_ambient, 0, 0, 0);
7758 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7759 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7763 // fetch the lighting from the worldmodel data
7764 VectorClear(ent->modellight_ambient);
7765 VectorClear(ent->modellight_diffuse);
7766 VectorClear(tempdiffusenormal);
7767 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7770 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7771 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7772 if(ent->flags & RENDER_EQUALIZE)
7774 // first fix up ambient lighting...
7775 if(r_equalize_entities_minambient.value > 0)
7777 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7780 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7781 if(fa < r_equalize_entities_minambient.value * fd)
7784 // fa'/fd' = minambient
7785 // fa'+0.25*fd' = fa+0.25*fd
7787 // fa' = fd' * minambient
7788 // fd'*(0.25+minambient) = fa+0.25*fd
7790 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7791 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7793 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7794 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
7795 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7796 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7801 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7803 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7804 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7807 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7808 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7809 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7815 VectorSet(ent->modellight_ambient, 1, 1, 1);
7817 // move the light direction into modelspace coordinates for lighting code
7818 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7819 if(VectorLength2(ent->modellight_lightdir) == 0)
7820 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7821 VectorNormalize(ent->modellight_lightdir);
7825 #define MAX_LINEOFSIGHTTRACES 64
7827 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7830 vec3_t boxmins, boxmaxs;
7833 dp_model_t *model = r_refdef.scene.worldmodel;
7835 if (!model || !model->brush.TraceLineOfSight)
7838 // expand the box a little
7839 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7840 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7841 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7842 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7843 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7844 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7846 // return true if eye is inside enlarged box
7847 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7851 VectorCopy(eye, start);
7852 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7853 if (model->brush.TraceLineOfSight(model, start, end))
7856 // try various random positions
7857 for (i = 0;i < numsamples;i++)
7859 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7860 if (model->brush.TraceLineOfSight(model, start, end))
7868 static void R_View_UpdateEntityVisible (void)
7873 entity_render_t *ent;
7875 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7876 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7877 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7878 : RENDER_EXTERIORMODEL;
7879 if (!r_drawviewmodel.integer)
7880 renderimask |= RENDER_VIEWMODEL;
7881 if (!r_drawexteriormodel.integer)
7882 renderimask |= RENDER_EXTERIORMODEL;
7883 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7885 // worldmodel can check visibility
7886 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7887 for (i = 0;i < r_refdef.scene.numentities;i++)
7889 ent = r_refdef.scene.entities[i];
7890 if (!(ent->flags & renderimask))
7891 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7892 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
7893 r_refdef.viewcache.entityvisible[i] = true;
7895 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7896 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7898 for (i = 0;i < r_refdef.scene.numentities;i++)
7900 ent = r_refdef.scene.entities[i];
7901 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7903 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7905 continue; // temp entities do pvs only
7906 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7907 ent->last_trace_visibility = realtime;
7908 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7909 r_refdef.viewcache.entityvisible[i] = 0;
7916 // no worldmodel or it can't check visibility
7917 for (i = 0;i < r_refdef.scene.numentities;i++)
7919 ent = r_refdef.scene.entities[i];
7920 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
7925 /// only used if skyrendermasked, and normally returns false
7926 int R_DrawBrushModelsSky (void)
7929 entity_render_t *ent;
7932 for (i = 0;i < r_refdef.scene.numentities;i++)
7934 if (!r_refdef.viewcache.entityvisible[i])
7936 ent = r_refdef.scene.entities[i];
7937 if (!ent->model || !ent->model->DrawSky)
7939 ent->model->DrawSky(ent);
7945 static void R_DrawNoModel(entity_render_t *ent);
7946 static void R_DrawModels(void)
7949 entity_render_t *ent;
7951 for (i = 0;i < r_refdef.scene.numentities;i++)
7953 if (!r_refdef.viewcache.entityvisible[i])
7955 ent = r_refdef.scene.entities[i];
7956 r_refdef.stats.entities++;
7957 if (ent->model && ent->model->Draw != NULL)
7958 ent->model->Draw(ent);
7964 static void R_DrawModelsDepth(void)
7967 entity_render_t *ent;
7969 for (i = 0;i < r_refdef.scene.numentities;i++)
7971 if (!r_refdef.viewcache.entityvisible[i])
7973 ent = r_refdef.scene.entities[i];
7974 if (ent->model && ent->model->DrawDepth != NULL)
7975 ent->model->DrawDepth(ent);
7979 static void R_DrawModelsDebug(void)
7982 entity_render_t *ent;
7984 for (i = 0;i < r_refdef.scene.numentities;i++)
7986 if (!r_refdef.viewcache.entityvisible[i])
7988 ent = r_refdef.scene.entities[i];
7989 if (ent->model && ent->model->DrawDebug != NULL)
7990 ent->model->DrawDebug(ent);
7994 static void R_DrawModelsAddWaterPlanes(void)
7997 entity_render_t *ent;
7999 for (i = 0;i < r_refdef.scene.numentities;i++)
8001 if (!r_refdef.viewcache.entityvisible[i])
8003 ent = r_refdef.scene.entities[i];
8004 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8005 ent->model->DrawAddWaterPlanes(ent);
8009 static void R_View_SetFrustum(void)
8012 double slopex, slopey;
8013 vec3_t forward, left, up, origin;
8015 // we can't trust r_refdef.view.forward and friends in reflected scenes
8016 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8019 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8020 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8021 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8022 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8023 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8024 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8025 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8026 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8027 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8028 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8029 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8030 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8034 zNear = r_refdef.nearclip;
8035 nudge = 1.0 - 1.0 / (1<<23);
8036 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8037 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8038 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8039 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8040 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8041 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8042 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8043 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8049 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8050 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8051 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8052 r_refdef.view.frustum[0].dist = m[15] - m[12];
8054 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8055 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8056 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8057 r_refdef.view.frustum[1].dist = m[15] + m[12];
8059 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8060 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8061 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8062 r_refdef.view.frustum[2].dist = m[15] - m[13];
8064 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8065 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8066 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8067 r_refdef.view.frustum[3].dist = m[15] + m[13];
8069 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8070 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8071 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8072 r_refdef.view.frustum[4].dist = m[15] - m[14];
8074 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8075 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8076 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8077 r_refdef.view.frustum[5].dist = m[15] + m[14];
8080 if (r_refdef.view.useperspective)
8082 slopex = 1.0 / r_refdef.view.frustum_x;
8083 slopey = 1.0 / r_refdef.view.frustum_y;
8084 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
8085 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
8086 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
8087 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
8088 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8090 // Leaving those out was a mistake, those were in the old code, and they
8091 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8092 // I couldn't reproduce it after adding those normalizations. --blub
8093 VectorNormalize(r_refdef.view.frustum[0].normal);
8094 VectorNormalize(r_refdef.view.frustum[1].normal);
8095 VectorNormalize(r_refdef.view.frustum[2].normal);
8096 VectorNormalize(r_refdef.view.frustum[3].normal);
8098 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8099 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8100 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8101 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8102 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8104 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8105 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8106 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8107 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8108 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8112 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8113 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8114 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8115 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8116 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8117 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8118 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8119 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8120 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8121 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8123 r_refdef.view.numfrustumplanes = 5;
8125 if (r_refdef.view.useclipplane)
8127 r_refdef.view.numfrustumplanes = 6;
8128 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8131 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8132 PlaneClassify(r_refdef.view.frustum + i);
8134 // LordHavoc: note to all quake engine coders, Quake had a special case
8135 // for 90 degrees which assumed a square view (wrong), so I removed it,
8136 // Quake2 has it disabled as well.
8138 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8139 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8140 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8141 //PlaneClassify(&frustum[0]);
8143 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8144 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8145 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8146 //PlaneClassify(&frustum[1]);
8148 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8149 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8150 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8151 //PlaneClassify(&frustum[2]);
8153 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8154 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8155 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8156 //PlaneClassify(&frustum[3]);
8159 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8160 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8161 //PlaneClassify(&frustum[4]);
8164 void R_View_Update(void)
8166 R_Main_ResizeViewCache();
8167 R_View_SetFrustum();
8168 R_View_WorldVisibility(r_refdef.view.useclipplane);
8169 R_View_UpdateEntityVisible();
8170 R_View_UpdateEntityLighting();
8173 void R_SetupView(qboolean allowwaterclippingplane)
8175 const float *customclipplane = NULL;
8177 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8179 // LordHavoc: couldn't figure out how to make this approach the
8180 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8181 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8182 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8183 dist = r_refdef.view.clipplane.dist;
8184 plane[0] = r_refdef.view.clipplane.normal[0];
8185 plane[1] = r_refdef.view.clipplane.normal[1];
8186 plane[2] = r_refdef.view.clipplane.normal[2];
8188 customclipplane = plane;
8191 if (!r_refdef.view.useperspective)
8192 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
8193 else if (vid.stencil && r_useinfinitefarclip.integer)
8194 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
8196 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
8197 R_SetViewport(&r_refdef.view.viewport);
8200 void R_EntityMatrix(const matrix4x4_t *matrix)
8202 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8204 gl_modelmatrixchanged = false;
8205 gl_modelmatrix = *matrix;
8206 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8207 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8208 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8209 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8211 switch(vid.renderpath)
8213 case RENDERPATH_D3D9:
8215 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8216 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8219 case RENDERPATH_D3D10:
8220 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8222 case RENDERPATH_D3D11:
8223 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8225 case RENDERPATH_GL20:
8226 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8227 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8228 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8230 case RENDERPATH_CGGL:
8233 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8234 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8235 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8238 case RENDERPATH_GL13:
8239 case RENDERPATH_GL11:
8240 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8246 void R_ResetViewRendering2D(void)
8248 r_viewport_t viewport;
8251 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8252 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
8253 R_SetViewport(&viewport);
8254 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8255 GL_Color(1, 1, 1, 1);
8256 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8257 GL_BlendFunc(GL_ONE, GL_ZERO);
8258 GL_AlphaTest(false);
8259 GL_ScissorTest(false);
8260 GL_DepthMask(false);
8261 GL_DepthRange(0, 1);
8262 GL_DepthTest(false);
8263 GL_DepthFunc(GL_LEQUAL);
8264 R_EntityMatrix(&identitymatrix);
8265 R_Mesh_ResetTextureState();
8266 GL_PolygonOffset(0, 0);
8267 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8268 switch(vid.renderpath)
8270 case RENDERPATH_GL11:
8271 case RENDERPATH_GL13:
8272 case RENDERPATH_GL20:
8273 case RENDERPATH_CGGL:
8274 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8276 case RENDERPATH_D3D9:
8277 case RENDERPATH_D3D10:
8278 case RENDERPATH_D3D11:
8281 GL_CullFace(GL_NONE);
8284 void R_ResetViewRendering3D(void)
8289 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8290 GL_Color(1, 1, 1, 1);
8291 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8292 GL_BlendFunc(GL_ONE, GL_ZERO);
8293 GL_AlphaTest(false);
8294 GL_ScissorTest(true);
8296 GL_DepthRange(0, 1);
8298 GL_DepthFunc(GL_LEQUAL);
8299 R_EntityMatrix(&identitymatrix);
8300 R_Mesh_ResetTextureState();
8301 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8302 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8303 switch(vid.renderpath)
8305 case RENDERPATH_GL11:
8306 case RENDERPATH_GL13:
8307 case RENDERPATH_GL20:
8308 case RENDERPATH_CGGL:
8309 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8311 case RENDERPATH_D3D9:
8312 case RENDERPATH_D3D10:
8313 case RENDERPATH_D3D11:
8316 GL_CullFace(r_refdef.view.cullface_back);
8321 R_RenderView_UpdateViewVectors
8324 static void R_RenderView_UpdateViewVectors(void)
8326 // break apart the view matrix into vectors for various purposes
8327 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8328 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8329 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8330 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8331 // make an inverted copy of the view matrix for tracking sprites
8332 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8335 void R_RenderScene(void);
8336 void R_RenderWaterPlanes(void);
8338 static void R_Water_StartFrame(void)
8341 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8342 r_waterstate_waterplane_t *p;
8344 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8347 switch(vid.renderpath)
8349 case RENDERPATH_GL20:
8350 case RENDERPATH_CGGL:
8351 case RENDERPATH_D3D9:
8352 case RENDERPATH_D3D10:
8353 case RENDERPATH_D3D11:
8355 case RENDERPATH_GL13:
8356 case RENDERPATH_GL11:
8360 // set waterwidth and waterheight to the water resolution that will be
8361 // used (often less than the screen resolution for faster rendering)
8362 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8363 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8365 // calculate desired texture sizes
8366 // can't use water if the card does not support the texture size
8367 if (!r_water.integer || r_showsurfaces.integer)
8368 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8369 else if (vid.support.arb_texture_non_power_of_two)
8371 texturewidth = waterwidth;
8372 textureheight = waterheight;
8373 camerawidth = waterwidth;
8374 cameraheight = waterheight;
8378 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8379 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8380 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8381 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8384 // allocate textures as needed
8385 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8387 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8388 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8390 if (p->texture_refraction)
8391 R_FreeTexture(p->texture_refraction);
8392 p->texture_refraction = NULL;
8393 if (p->texture_reflection)
8394 R_FreeTexture(p->texture_reflection);
8395 p->texture_reflection = NULL;
8396 if (p->texture_camera)
8397 R_FreeTexture(p->texture_camera);
8398 p->texture_camera = NULL;
8400 memset(&r_waterstate, 0, sizeof(r_waterstate));
8401 r_waterstate.texturewidth = texturewidth;
8402 r_waterstate.textureheight = textureheight;
8403 r_waterstate.camerawidth = camerawidth;
8404 r_waterstate.cameraheight = cameraheight;
8407 if (r_waterstate.texturewidth)
8409 r_waterstate.enabled = true;
8411 // when doing a reduced render (HDR) we want to use a smaller area
8412 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8413 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8415 // set up variables that will be used in shader setup
8416 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8417 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8418 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8419 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8422 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8423 r_waterstate.numwaterplanes = 0;
8426 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8428 int triangleindex, planeindex;
8435 r_waterstate_waterplane_t *p;
8436 texture_t *t = R_GetCurrentTexture(surface->texture);
8437 cam_ent = t->camera_entity;
8438 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
8441 // just use the first triangle with a valid normal for any decisions
8442 VectorClear(normal);
8443 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8445 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8446 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8447 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8448 TriangleNormal(vert[0], vert[1], vert[2], normal);
8449 if (VectorLength2(normal) >= 0.001)
8453 VectorCopy(normal, plane.normal);
8454 VectorNormalize(plane.normal);
8455 plane.dist = DotProduct(vert[0], plane.normal);
8456 PlaneClassify(&plane);
8457 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8459 // skip backfaces (except if nocullface is set)
8460 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8462 VectorNegate(plane.normal, plane.normal);
8464 PlaneClassify(&plane);
8468 // find a matching plane if there is one
8469 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8470 if(p->camera_entity == t->camera_entity)
8471 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8473 if (planeindex >= r_waterstate.maxwaterplanes)
8474 return; // nothing we can do, out of planes
8476 // if this triangle does not fit any known plane rendered this frame, add one
8477 if (planeindex >= r_waterstate.numwaterplanes)
8479 // store the new plane
8480 r_waterstate.numwaterplanes++;
8482 // clear materialflags and pvs
8483 p->materialflags = 0;
8484 p->pvsvalid = false;
8485 p->camera_entity = t->camera_entity;
8487 // merge this surface's materialflags into the waterplane
8488 p->materialflags |= t->currentmaterialflags;
8489 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8491 // merge this surface's PVS into the waterplane
8492 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8493 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8494 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8496 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8502 static void R_Water_ProcessPlanes(void)
8504 r_refdef_view_t originalview;
8505 r_refdef_view_t myview;
8507 r_waterstate_waterplane_t *p;
8510 originalview = r_refdef.view;
8512 // make sure enough textures are allocated
8513 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8515 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8517 if (!p->texture_refraction)
8518 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8519 if (!p->texture_refraction)
8522 else if (p->materialflags & MATERIALFLAG_CAMERA)
8524 if (!p->texture_camera)
8525 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
8526 if (!p->texture_camera)
8530 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8532 if (!p->texture_reflection)
8533 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8534 if (!p->texture_reflection)
8540 r_refdef.view = originalview;
8541 r_refdef.view.showdebug = false;
8542 r_refdef.view.width = r_waterstate.waterwidth;
8543 r_refdef.view.height = r_waterstate.waterheight;
8544 r_refdef.view.useclipplane = true;
8545 myview = r_refdef.view;
8546 r_waterstate.renderingscene = true;
8547 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8549 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8551 r_refdef.view = myview;
8552 // render reflected scene and copy into texture
8553 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8554 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8555 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8556 r_refdef.view.clipplane = p->plane;
8557 // reverse the cullface settings for this render
8558 r_refdef.view.cullface_front = GL_FRONT;
8559 r_refdef.view.cullface_back = GL_BACK;
8560 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8562 r_refdef.view.usecustompvs = true;
8564 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8566 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8569 R_ResetViewRendering3D();
8570 R_ClearScreen(r_refdef.fogenabled);
8574 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8577 // render the normal view scene and copy into texture
8578 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
8579 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8581 r_waterstate.renderingrefraction = true;
8582 r_refdef.view = myview;
8584 r_refdef.view.clipplane = p->plane;
8585 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8586 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8588 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8590 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8591 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8592 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8593 R_RenderView_UpdateViewVectors();
8594 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8597 PlaneClassify(&r_refdef.view.clipplane);
8599 R_ResetViewRendering3D();
8600 R_ClearScreen(r_refdef.fogenabled);
8604 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8605 r_waterstate.renderingrefraction = false;
8607 else if (p->materialflags & MATERIALFLAG_CAMERA)
8609 r_refdef.view = myview;
8611 r_refdef.view.clipplane = p->plane;
8612 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8613 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8615 r_refdef.view.width = r_waterstate.camerawidth;
8616 r_refdef.view.height = r_waterstate.cameraheight;
8617 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8618 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8620 if(p->camera_entity)
8622 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8623 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8626 // reverse the cullface settings for this render
8627 r_refdef.view.cullface_front = GL_FRONT;
8628 r_refdef.view.cullface_back = GL_BACK;
8629 // also reverse the view matrix
8630 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
8631 R_RenderView_UpdateViewVectors();
8632 if(p->camera_entity)
8633 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8635 // camera needs no clipplane
8636 r_refdef.view.useclipplane = false;
8638 PlaneClassify(&r_refdef.view.clipplane);
8640 R_ResetViewRendering3D();
8641 R_ClearScreen(r_refdef.fogenabled);
8645 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8646 r_waterstate.renderingrefraction = false;
8650 r_waterstate.renderingscene = false;
8651 r_refdef.view = originalview;
8652 R_ResetViewRendering3D();
8653 R_ClearScreen(r_refdef.fogenabled);
8657 r_refdef.view = originalview;
8658 r_waterstate.renderingscene = false;
8659 Cvar_SetValueQuick(&r_water, 0);
8660 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8664 void R_Bloom_StartFrame(void)
8666 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8668 switch(vid.renderpath)
8670 case RENDERPATH_GL20:
8671 case RENDERPATH_CGGL:
8672 case RENDERPATH_D3D9:
8673 case RENDERPATH_D3D10:
8674 case RENDERPATH_D3D11:
8676 case RENDERPATH_GL13:
8677 case RENDERPATH_GL11:
8681 // set bloomwidth and bloomheight to the bloom resolution that will be
8682 // used (often less than the screen resolution for faster rendering)
8683 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8684 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8685 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8686 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8687 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8689 // calculate desired texture sizes
8690 if (vid.support.arb_texture_non_power_of_two)
8692 screentexturewidth = r_refdef.view.width;
8693 screentextureheight = r_refdef.view.height;
8694 bloomtexturewidth = r_bloomstate.bloomwidth;
8695 bloomtextureheight = r_bloomstate.bloomheight;
8699 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8700 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8701 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8702 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8705 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
8707 Cvar_SetValueQuick(&r_hdr, 0);
8708 Cvar_SetValueQuick(&r_bloom, 0);
8709 Cvar_SetValueQuick(&r_motionblur, 0);
8710 Cvar_SetValueQuick(&r_damageblur, 0);
8713 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
8714 screentexturewidth = screentextureheight = 0;
8715 if (!r_hdr.integer && !r_bloom.integer)
8716 bloomtexturewidth = bloomtextureheight = 0;
8718 // allocate textures as needed
8719 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8721 if (r_bloomstate.texture_screen)
8722 R_FreeTexture(r_bloomstate.texture_screen);
8723 r_bloomstate.texture_screen = NULL;
8724 r_bloomstate.screentexturewidth = screentexturewidth;
8725 r_bloomstate.screentextureheight = screentextureheight;
8726 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8727 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8729 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8731 if (r_bloomstate.texture_bloom)
8732 R_FreeTexture(r_bloomstate.texture_bloom);
8733 r_bloomstate.texture_bloom = NULL;
8734 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8735 r_bloomstate.bloomtextureheight = bloomtextureheight;
8736 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8737 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8740 // when doing a reduced render (HDR) we want to use a smaller area
8741 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8742 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8743 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8744 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8745 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8747 // set up a texcoord array for the full resolution screen image
8748 // (we have to keep this around to copy back during final render)
8749 r_bloomstate.screentexcoord2f[0] = 0;
8750 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8751 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8752 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8753 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8754 r_bloomstate.screentexcoord2f[5] = 0;
8755 r_bloomstate.screentexcoord2f[6] = 0;
8756 r_bloomstate.screentexcoord2f[7] = 0;
8758 // set up a texcoord array for the reduced resolution bloom image
8759 // (which will be additive blended over the screen image)
8760 r_bloomstate.bloomtexcoord2f[0] = 0;
8761 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8762 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8763 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8764 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8765 r_bloomstate.bloomtexcoord2f[5] = 0;
8766 r_bloomstate.bloomtexcoord2f[6] = 0;
8767 r_bloomstate.bloomtexcoord2f[7] = 0;
8769 switch(vid.renderpath)
8771 case RENDERPATH_D3D9:
8772 case RENDERPATH_D3D10:
8773 case RENDERPATH_D3D11:
8776 for (i = 0;i < 4;i++)
8778 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8779 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8780 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8781 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8787 if (r_hdr.integer || r_bloom.integer)
8789 r_bloomstate.enabled = true;
8790 r_bloomstate.hdr = r_hdr.integer != 0;
8793 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
8796 void R_Bloom_CopyBloomTexture(float colorscale)
8798 r_refdef.stats.bloom++;
8800 // scale down screen texture to the bloom texture size
8802 R_SetViewport(&r_bloomstate.viewport);
8803 GL_BlendFunc(GL_ONE, GL_ZERO);
8804 GL_Color(colorscale, colorscale, colorscale, 1);
8805 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
8806 switch(vid.renderpath)
8808 case RENDERPATH_GL11:
8809 case RENDERPATH_GL13:
8810 case RENDERPATH_GL20:
8811 case RENDERPATH_CGGL:
8812 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8814 case RENDERPATH_D3D9:
8815 case RENDERPATH_D3D10:
8816 case RENDERPATH_D3D11:
8817 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8820 // TODO: do boxfilter scale-down in shader?
8821 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8822 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8823 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8825 // we now have a bloom image in the framebuffer
8826 // copy it into the bloom image texture for later processing
8827 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
8828 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8831 void R_Bloom_CopyHDRTexture(void)
8833 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8834 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8837 void R_Bloom_MakeTexture(void)
8840 float xoffset, yoffset, r, brighten;
8842 r_refdef.stats.bloom++;
8844 R_ResetViewRendering2D();
8846 // we have a bloom image in the framebuffer
8848 R_SetViewport(&r_bloomstate.viewport);
8850 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8853 r = bound(0, r_bloom_colorexponent.value / x, 1);
8854 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8856 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8857 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8858 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8859 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8861 // copy the vertically blurred bloom view to a texture
8862 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
8863 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8866 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8867 brighten = r_bloom_brighten.value;
8869 brighten *= r_hdr_range.value;
8870 brighten = sqrt(brighten);
8872 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8873 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8875 for (dir = 0;dir < 2;dir++)
8877 // blend on at multiple vertical offsets to achieve a vertical blur
8878 // TODO: do offset blends using GLSL
8879 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8880 GL_BlendFunc(GL_ONE, GL_ZERO);
8881 for (x = -range;x <= range;x++)
8883 if (!dir){xoffset = 0;yoffset = x;}
8884 else {xoffset = x;yoffset = 0;}
8885 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8886 yoffset /= (float)r_bloomstate.bloomtextureheight;
8887 // compute a texcoord array with the specified x and y offset
8888 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8889 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8890 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8891 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8892 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8893 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8894 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8895 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8896 // this r value looks like a 'dot' particle, fading sharply to
8897 // black at the edges
8898 // (probably not realistic but looks good enough)
8899 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8900 //r = brighten/(range*2+1);
8901 r = brighten / (range * 2 + 1);
8903 r *= (1 - x*x/(float)(range*range));
8904 GL_Color(r, r, r, 1);
8905 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
8906 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8907 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8908 GL_BlendFunc(GL_ONE, GL_ONE);
8911 // copy the vertically blurred bloom view to a texture
8912 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
8913 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8917 void R_HDR_RenderBloomTexture(void)
8919 int oldwidth, oldheight;
8920 float oldcolorscale;
8922 oldcolorscale = r_refdef.view.colorscale;
8923 oldwidth = r_refdef.view.width;
8924 oldheight = r_refdef.view.height;
8925 r_refdef.view.width = r_bloomstate.bloomwidth;
8926 r_refdef.view.height = r_bloomstate.bloomheight;
8928 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8929 // TODO: add exposure compensation features
8930 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8932 r_refdef.view.showdebug = false;
8933 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8935 R_ResetViewRendering3D();
8937 R_ClearScreen(r_refdef.fogenabled);
8938 if (r_timereport_active)
8939 R_TimeReport("HDRclear");
8942 if (r_timereport_active)
8943 R_TimeReport("visibility");
8945 // only do secondary renders with HDR if r_hdr is 2 or higher
8946 r_waterstate.numwaterplanes = 0;
8947 if (r_waterstate.enabled && r_hdr.integer >= 2)
8948 R_RenderWaterPlanes();
8950 r_refdef.view.showdebug = true;
8952 r_waterstate.numwaterplanes = 0;
8954 R_ResetViewRendering2D();
8956 R_Bloom_CopyHDRTexture();
8957 R_Bloom_MakeTexture();
8959 // restore the view settings
8960 r_refdef.view.width = oldwidth;
8961 r_refdef.view.height = oldheight;
8962 r_refdef.view.colorscale = oldcolorscale;
8964 R_ResetViewRendering3D();
8966 R_ClearScreen(r_refdef.fogenabled);
8967 if (r_timereport_active)
8968 R_TimeReport("viewclear");
8971 static void R_BlendView(void)
8973 unsigned int permutation;
8974 float uservecs[4][4];
8976 switch (vid.renderpath)
8978 case RENDERPATH_GL20:
8979 case RENDERPATH_CGGL:
8980 case RENDERPATH_D3D9:
8981 case RENDERPATH_D3D10:
8982 case RENDERPATH_D3D11:
8984 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8985 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8986 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8987 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8988 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8990 if (r_bloomstate.texture_screen)
8992 // make sure the buffer is available
8993 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8995 R_ResetViewRendering2D();
8997 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8999 // declare variables
9001 static float avgspeed;
9003 speed = VectorLength(cl.movement_velocity);
9005 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9006 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9008 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9009 speed = bound(0, speed, 1);
9010 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9012 // calculate values into a standard alpha
9013 cl.motionbluralpha = 1 - exp(-
9015 (r_motionblur.value * speed / 80)
9017 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9020 max(0.0001, cl.time - cl.oldtime) // fps independent
9023 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9024 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9026 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9028 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9029 GL_Color(1, 1, 1, cl.motionbluralpha);
9030 switch(vid.renderpath)
9032 case RENDERPATH_GL11:
9033 case RENDERPATH_GL13:
9034 case RENDERPATH_GL20:
9035 case RENDERPATH_CGGL:
9036 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9038 case RENDERPATH_D3D9:
9039 case RENDERPATH_D3D10:
9040 case RENDERPATH_D3D11:
9041 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9044 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9045 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9046 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9050 // copy view into the screen texture
9051 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
9052 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9054 else if (!r_bloomstate.texture_bloom)
9056 // we may still have to do view tint...
9057 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9059 // apply a color tint to the whole view
9060 R_ResetViewRendering2D();
9061 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9062 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9063 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9064 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9065 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9067 break; // no screen processing, no bloom, skip it
9070 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9072 // render simple bloom effect
9073 // copy the screen and shrink it and darken it for the bloom process
9074 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9075 // make the bloom texture
9076 R_Bloom_MakeTexture();
9079 #if _MSC_VER >= 1400
9080 #define sscanf sscanf_s
9082 memset(uservecs, 0, sizeof(uservecs));
9083 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9084 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9085 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9086 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9088 R_ResetViewRendering2D();
9089 GL_Color(1, 1, 1, 1);
9090 GL_BlendFunc(GL_ONE, GL_ZERO);
9092 switch(vid.renderpath)
9094 case RENDERPATH_GL20:
9095 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9096 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9097 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9098 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9099 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9100 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9101 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9102 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9103 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9104 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9105 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9106 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9107 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9108 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9110 case RENDERPATH_CGGL:
9112 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9113 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9114 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9115 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9116 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9117 if (r_cg_permutation->fp_ViewTintColor ) cgGLSetParameter4f( r_cg_permutation->fp_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR
9118 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9119 if (r_cg_permutation->fp_UserVec1 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR
9120 if (r_cg_permutation->fp_UserVec2 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR
9121 if (r_cg_permutation->fp_UserVec3 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR
9122 if (r_cg_permutation->fp_UserVec4 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR
9123 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9124 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9125 if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9128 case RENDERPATH_D3D9:
9130 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9131 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9132 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9133 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9134 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9135 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9136 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9137 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9138 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9139 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9140 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9141 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9142 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9143 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9144 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9147 case RENDERPATH_D3D10:
9148 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9150 case RENDERPATH_D3D11:
9151 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9156 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9157 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9159 case RENDERPATH_GL13:
9160 case RENDERPATH_GL11:
9161 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9163 // apply a color tint to the whole view
9164 R_ResetViewRendering2D();
9165 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9166 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9167 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9168 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9169 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9175 matrix4x4_t r_waterscrollmatrix;
9177 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9179 if (r_refdef.fog_density)
9181 r_refdef.fogcolor[0] = r_refdef.fog_red;
9182 r_refdef.fogcolor[1] = r_refdef.fog_green;
9183 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9185 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9186 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9187 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9188 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9192 VectorCopy(r_refdef.fogcolor, fogvec);
9193 // color.rgb *= ContrastBoost * SceneBrightness;
9194 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9195 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9196 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9197 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9202 void R_UpdateVariables(void)
9206 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9208 r_refdef.farclip = r_farclip_base.value;
9209 if (r_refdef.scene.worldmodel)
9210 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9211 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9213 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9214 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9215 r_refdef.polygonfactor = 0;
9216 r_refdef.polygonoffset = 0;
9217 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9218 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9220 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9221 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9222 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9223 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9224 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9225 if (r_showsurfaces.integer)
9227 r_refdef.scene.rtworld = false;
9228 r_refdef.scene.rtworldshadows = false;
9229 r_refdef.scene.rtdlight = false;
9230 r_refdef.scene.rtdlightshadows = false;
9231 r_refdef.lightmapintensity = 0;
9234 if (gamemode == GAME_NEHAHRA)
9236 if (gl_fogenable.integer)
9238 r_refdef.oldgl_fogenable = true;
9239 r_refdef.fog_density = gl_fogdensity.value;
9240 r_refdef.fog_red = gl_fogred.value;
9241 r_refdef.fog_green = gl_foggreen.value;
9242 r_refdef.fog_blue = gl_fogblue.value;
9243 r_refdef.fog_alpha = 1;
9244 r_refdef.fog_start = 0;
9245 r_refdef.fog_end = gl_skyclip.value;
9246 r_refdef.fog_height = 1<<30;
9247 r_refdef.fog_fadedepth = 128;
9249 else if (r_refdef.oldgl_fogenable)
9251 r_refdef.oldgl_fogenable = false;
9252 r_refdef.fog_density = 0;
9253 r_refdef.fog_red = 0;
9254 r_refdef.fog_green = 0;
9255 r_refdef.fog_blue = 0;
9256 r_refdef.fog_alpha = 0;
9257 r_refdef.fog_start = 0;
9258 r_refdef.fog_end = 0;
9259 r_refdef.fog_height = 1<<30;
9260 r_refdef.fog_fadedepth = 128;
9264 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9265 r_refdef.fog_start = max(0, r_refdef.fog_start);
9266 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9268 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9270 if (r_refdef.fog_density && r_drawfog.integer)
9272 r_refdef.fogenabled = true;
9273 // this is the point where the fog reaches 0.9986 alpha, which we
9274 // consider a good enough cutoff point for the texture
9275 // (0.9986 * 256 == 255.6)
9276 if (r_fog_exp2.integer)
9277 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9279 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9280 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9281 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9282 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9283 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9284 R_BuildFogHeightTexture();
9285 // fog color was already set
9286 // update the fog texture
9287 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
9288 R_BuildFogTexture();
9289 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9290 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9293 r_refdef.fogenabled = false;
9295 switch(vid.renderpath)
9297 case RENDERPATH_GL20:
9298 case RENDERPATH_CGGL:
9299 case RENDERPATH_D3D9:
9300 case RENDERPATH_D3D10:
9301 case RENDERPATH_D3D11:
9302 if(v_glslgamma.integer && !vid_gammatables_trivial)
9304 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9306 // build GLSL gamma texture
9307 #define RAMPWIDTH 256
9308 unsigned short ramp[RAMPWIDTH * 3];
9309 unsigned char rampbgr[RAMPWIDTH][4];
9312 r_texture_gammaramps_serial = vid_gammatables_serial;
9314 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9315 for(i = 0; i < RAMPWIDTH; ++i)
9317 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9318 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9319 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9322 if (r_texture_gammaramps)
9324 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9328 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
9334 // remove GLSL gamma texture
9337 case RENDERPATH_GL13:
9338 case RENDERPATH_GL11:
9343 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9344 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9350 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9351 if( scenetype != r_currentscenetype ) {
9352 // store the old scenetype
9353 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9354 r_currentscenetype = scenetype;
9355 // move in the new scene
9356 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9365 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9367 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9368 if( scenetype == r_currentscenetype ) {
9369 return &r_refdef.scene;
9371 return &r_scenes_store[ scenetype ];
9380 void R_RenderView(void)
9382 if (r_timereport_active)
9383 R_TimeReport("start");
9384 r_textureframe++; // used only by R_GetCurrentTexture
9385 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9387 if (!r_drawentities.integer)
9388 r_refdef.scene.numentities = 0;
9390 R_AnimCache_ClearCache();
9391 R_FrameData_NewFrame();
9393 if (r_refdef.view.isoverlay)
9395 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9396 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9397 R_TimeReport("depthclear");
9399 r_refdef.view.showdebug = false;
9401 r_waterstate.enabled = false;
9402 r_waterstate.numwaterplanes = 0;
9410 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9411 return; //Host_Error ("R_RenderView: NULL worldmodel");
9413 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9415 R_RenderView_UpdateViewVectors();
9417 R_Shadow_UpdateWorldLightSelection();
9419 R_Bloom_StartFrame();
9420 R_Water_StartFrame();
9423 if (r_timereport_active)
9424 R_TimeReport("viewsetup");
9426 R_ResetViewRendering3D();
9428 if (r_refdef.view.clear || r_refdef.fogenabled)
9430 R_ClearScreen(r_refdef.fogenabled);
9431 if (r_timereport_active)
9432 R_TimeReport("viewclear");
9434 r_refdef.view.clear = true;
9436 // this produces a bloom texture to be used in R_BlendView() later
9437 if (r_hdr.integer && r_bloomstate.bloomwidth)
9439 R_HDR_RenderBloomTexture();
9440 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9441 r_textureframe++; // used only by R_GetCurrentTexture
9444 r_refdef.view.showdebug = true;
9447 if (r_timereport_active)
9448 R_TimeReport("visibility");
9450 r_waterstate.numwaterplanes = 0;
9451 if (r_waterstate.enabled)
9452 R_RenderWaterPlanes();
9455 r_waterstate.numwaterplanes = 0;
9458 if (r_timereport_active)
9459 R_TimeReport("blendview");
9461 GL_Scissor(0, 0, vid.width, vid.height);
9462 GL_ScissorTest(false);
9466 void R_RenderWaterPlanes(void)
9468 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9470 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9471 if (r_timereport_active)
9472 R_TimeReport("waterworld");
9475 // don't let sound skip if going slow
9476 if (r_refdef.scene.extraupdate)
9479 R_DrawModelsAddWaterPlanes();
9480 if (r_timereport_active)
9481 R_TimeReport("watermodels");
9483 if (r_waterstate.numwaterplanes)
9485 R_Water_ProcessPlanes();
9486 if (r_timereport_active)
9487 R_TimeReport("waterscenes");
9491 extern void R_DrawLightningBeams (void);
9492 extern void VM_CL_AddPolygonsToMeshQueue (void);
9493 extern void R_DrawPortals (void);
9494 extern cvar_t cl_locs_show;
9495 static void R_DrawLocs(void);
9496 static void R_DrawEntityBBoxes(void);
9497 static void R_DrawModelDecals(void);
9498 extern void R_DrawModelShadows(void);
9499 extern void R_DrawModelShadowMaps(void);
9500 extern cvar_t cl_decals_newsystem;
9501 extern qboolean r_shadow_usingdeferredprepass;
9502 void R_RenderScene(void)
9504 qboolean shadowmapping = false;
9506 if (r_timereport_active)
9507 R_TimeReport("beginscene");
9509 r_refdef.stats.renders++;
9513 // don't let sound skip if going slow
9514 if (r_refdef.scene.extraupdate)
9517 R_MeshQueue_BeginScene();
9521 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
9523 if (r_timereport_active)
9524 R_TimeReport("skystartframe");
9526 if (cl.csqc_vidvars.drawworld)
9528 // don't let sound skip if going slow
9529 if (r_refdef.scene.extraupdate)
9532 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9534 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9535 if (r_timereport_active)
9536 R_TimeReport("worldsky");
9539 if (R_DrawBrushModelsSky() && r_timereport_active)
9540 R_TimeReport("bmodelsky");
9542 if (skyrendermasked && skyrenderlater)
9544 // we have to force off the water clipping plane while rendering sky
9548 if (r_timereport_active)
9549 R_TimeReport("sky");
9553 R_AnimCache_CacheVisibleEntities();
9554 if (r_timereport_active)
9555 R_TimeReport("animation");
9557 R_Shadow_PrepareLights();
9558 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9559 R_Shadow_PrepareModelShadows();
9560 if (r_timereport_active)
9561 R_TimeReport("preparelights");
9563 if (R_Shadow_ShadowMappingEnabled())
9564 shadowmapping = true;
9566 if (r_shadow_usingdeferredprepass)
9567 R_Shadow_DrawPrepass();
9569 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9571 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9572 if (r_timereport_active)
9573 R_TimeReport("worlddepth");
9575 if (r_depthfirst.integer >= 2)
9577 R_DrawModelsDepth();
9578 if (r_timereport_active)
9579 R_TimeReport("modeldepth");
9582 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9584 R_DrawModelShadowMaps();
9585 R_ResetViewRendering3D();
9586 // don't let sound skip if going slow
9587 if (r_refdef.scene.extraupdate)
9591 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9593 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9594 if (r_timereport_active)
9595 R_TimeReport("world");
9598 // don't let sound skip if going slow
9599 if (r_refdef.scene.extraupdate)
9603 if (r_timereport_active)
9604 R_TimeReport("models");
9606 // don't let sound skip if going slow
9607 if (r_refdef.scene.extraupdate)
9610 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9612 R_DrawModelShadows();
9613 R_ResetViewRendering3D();
9614 // don't let sound skip if going slow
9615 if (r_refdef.scene.extraupdate)
9619 if (!r_shadow_usingdeferredprepass)
9621 R_Shadow_DrawLights();
9622 if (r_timereport_active)
9623 R_TimeReport("rtlights");
9626 // don't let sound skip if going slow
9627 if (r_refdef.scene.extraupdate)
9630 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9632 R_DrawModelShadows();
9633 R_ResetViewRendering3D();
9634 // don't let sound skip if going slow
9635 if (r_refdef.scene.extraupdate)
9639 if (cl.csqc_vidvars.drawworld)
9641 if (cl_decals_newsystem.integer)
9643 R_DrawModelDecals();
9644 if (r_timereport_active)
9645 R_TimeReport("modeldecals");
9650 if (r_timereport_active)
9651 R_TimeReport("decals");
9655 if (r_timereport_active)
9656 R_TimeReport("particles");
9659 if (r_timereport_active)
9660 R_TimeReport("explosions");
9662 R_DrawLightningBeams();
9663 if (r_timereport_active)
9664 R_TimeReport("lightning");
9667 VM_CL_AddPolygonsToMeshQueue();
9669 if (r_refdef.view.showdebug)
9671 if (cl_locs_show.integer)
9674 if (r_timereport_active)
9675 R_TimeReport("showlocs");
9678 if (r_drawportals.integer)
9681 if (r_timereport_active)
9682 R_TimeReport("portals");
9685 if (r_showbboxes.value > 0)
9687 R_DrawEntityBBoxes();
9688 if (r_timereport_active)
9689 R_TimeReport("bboxes");
9693 R_MeshQueue_RenderTransparent();
9694 if (r_timereport_active)
9695 R_TimeReport("drawtrans");
9697 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
9699 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9700 if (r_timereport_active)
9701 R_TimeReport("worlddebug");
9702 R_DrawModelsDebug();
9703 if (r_timereport_active)
9704 R_TimeReport("modeldebug");
9707 if (cl.csqc_vidvars.drawworld)
9709 R_Shadow_DrawCoronas();
9710 if (r_timereport_active)
9711 R_TimeReport("coronas");
9714 // don't let sound skip if going slow
9715 if (r_refdef.scene.extraupdate)
9718 R_ResetViewRendering2D();
9721 static const unsigned short bboxelements[36] =
9731 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9734 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9736 RSurf_ActiveWorldEntity();
9738 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9739 GL_DepthMask(false);
9740 GL_DepthRange(0, 1);
9741 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9742 R_Mesh_ResetTextureState();
9744 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9745 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9746 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9747 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9748 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9749 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9750 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9751 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9752 R_FillColors(color4f, 8, cr, cg, cb, ca);
9753 if (r_refdef.fogenabled)
9755 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9757 f1 = RSurf_FogVertex(v);
9759 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9760 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9761 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9764 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9765 R_Mesh_ResetTextureState();
9766 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9767 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9770 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9774 prvm_edict_t *edict;
9775 prvm_prog_t *prog_save = prog;
9777 // this function draws bounding boxes of server entities
9781 GL_CullFace(GL_NONE);
9782 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9786 for (i = 0;i < numsurfaces;i++)
9788 edict = PRVM_EDICT_NUM(surfacelist[i]);
9789 switch ((int)edict->fields.server->solid)
9791 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9792 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9793 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9794 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9795 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9796 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9798 color[3] *= r_showbboxes.value;
9799 color[3] = bound(0, color[3], 1);
9800 GL_DepthTest(!r_showdisabledepthtest.integer);
9801 GL_CullFace(r_refdef.view.cullface_front);
9802 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9808 static void R_DrawEntityBBoxes(void)
9811 prvm_edict_t *edict;
9813 prvm_prog_t *prog_save = prog;
9815 // this function draws bounding boxes of server entities
9821 for (i = 0;i < prog->num_edicts;i++)
9823 edict = PRVM_EDICT_NUM(i);
9824 if (edict->priv.server->free)
9826 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9827 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9829 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9831 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9832 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9838 static const int nomodelelement3i[24] =
9850 static const unsigned short nomodelelement3s[24] =
9862 static const float nomodelvertex3f[6*3] =
9872 static const float nomodelcolor4f[6*4] =
9874 0.0f, 0.0f, 0.5f, 1.0f,
9875 0.0f, 0.0f, 0.5f, 1.0f,
9876 0.0f, 0.5f, 0.0f, 1.0f,
9877 0.0f, 0.5f, 0.0f, 1.0f,
9878 0.5f, 0.0f, 0.0f, 1.0f,
9879 0.5f, 0.0f, 0.0f, 1.0f
9882 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9888 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
9890 // this is only called once per entity so numsurfaces is always 1, and
9891 // surfacelist is always {0}, so this code does not handle batches
9893 if (rsurface.ent_flags & RENDER_ADDITIVE)
9895 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9896 GL_DepthMask(false);
9898 else if (rsurface.colormod[3] < 1)
9900 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9901 GL_DepthMask(false);
9905 GL_BlendFunc(GL_ONE, GL_ZERO);
9908 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9909 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9910 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9911 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9912 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9913 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9914 for (i = 0, c = color4f;i < 6;i++, c += 4)
9916 c[0] *= rsurface.colormod[0];
9917 c[1] *= rsurface.colormod[1];
9918 c[2] *= rsurface.colormod[2];
9919 c[3] *= rsurface.colormod[3];
9921 if (r_refdef.fogenabled)
9923 for (i = 0, c = color4f;i < 6;i++, c += 4)
9925 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
9927 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9928 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9929 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9932 R_Mesh_ResetTextureState();
9933 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
9934 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
9937 void R_DrawNoModel(entity_render_t *ent)
9940 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9941 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9942 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9944 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9947 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9949 vec3_t right1, right2, diff, normal;
9951 VectorSubtract (org2, org1, normal);
9953 // calculate 'right' vector for start
9954 VectorSubtract (r_refdef.view.origin, org1, diff);
9955 CrossProduct (normal, diff, right1);
9956 VectorNormalize (right1);
9958 // calculate 'right' vector for end
9959 VectorSubtract (r_refdef.view.origin, org2, diff);
9960 CrossProduct (normal, diff, right2);
9961 VectorNormalize (right2);
9963 vert[ 0] = org1[0] + width * right1[0];
9964 vert[ 1] = org1[1] + width * right1[1];
9965 vert[ 2] = org1[2] + width * right1[2];
9966 vert[ 3] = org1[0] - width * right1[0];
9967 vert[ 4] = org1[1] - width * right1[1];
9968 vert[ 5] = org1[2] - width * right1[2];
9969 vert[ 6] = org2[0] - width * right2[0];
9970 vert[ 7] = org2[1] - width * right2[1];
9971 vert[ 8] = org2[2] - width * right2[2];
9972 vert[ 9] = org2[0] + width * right2[0];
9973 vert[10] = org2[1] + width * right2[1];
9974 vert[11] = org2[2] + width * right2[2];
9977 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
9979 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9980 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9981 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9982 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9983 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9984 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9985 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9986 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9987 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9988 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9989 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9990 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9993 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9998 VectorSet(v, x, y, z);
9999 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10000 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10002 if (i == mesh->numvertices)
10004 if (mesh->numvertices < mesh->maxvertices)
10006 VectorCopy(v, vertex3f);
10007 mesh->numvertices++;
10009 return mesh->numvertices;
10015 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10018 int *e, element[3];
10019 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10020 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10021 e = mesh->element3i + mesh->numtriangles * 3;
10022 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10024 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10025 if (mesh->numtriangles < mesh->maxtriangles)
10030 mesh->numtriangles++;
10032 element[1] = element[2];
10036 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10039 int *e, element[3];
10040 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10041 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10042 e = mesh->element3i + mesh->numtriangles * 3;
10043 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10045 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10046 if (mesh->numtriangles < mesh->maxtriangles)
10051 mesh->numtriangles++;
10053 element[1] = element[2];
10057 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10058 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10060 int planenum, planenum2;
10063 mplane_t *plane, *plane2;
10065 double temppoints[2][256*3];
10066 // figure out how large a bounding box we need to properly compute this brush
10068 for (w = 0;w < numplanes;w++)
10069 maxdist = max(maxdist, fabs(planes[w].dist));
10070 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10071 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10072 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10076 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10077 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10079 if (planenum2 == planenum)
10081 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
10084 if (tempnumpoints < 3)
10086 // generate elements forming a triangle fan for this polygon
10087 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10091 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
10093 texturelayer_t *layer;
10094 layer = t->currentlayers + t->currentnumlayers++;
10095 layer->type = type;
10096 layer->depthmask = depthmask;
10097 layer->blendfunc1 = blendfunc1;
10098 layer->blendfunc2 = blendfunc2;
10099 layer->texture = texture;
10100 layer->texmatrix = *matrix;
10101 layer->color[0] = r;
10102 layer->color[1] = g;
10103 layer->color[2] = b;
10104 layer->color[3] = a;
10107 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10109 if(parms[0] == 0 && parms[1] == 0)
10111 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10112 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10117 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10120 index = parms[2] + r_refdef.scene.time * parms[3];
10121 index -= floor(index);
10122 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10125 case Q3WAVEFUNC_NONE:
10126 case Q3WAVEFUNC_NOISE:
10127 case Q3WAVEFUNC_COUNT:
10130 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10131 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10132 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10133 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10134 case Q3WAVEFUNC_TRIANGLE:
10136 f = index - floor(index);
10139 else if (index < 2)
10141 else if (index < 3)
10147 f = parms[0] + parms[1] * f;
10148 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10149 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10153 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10158 matrix4x4_t matrix, temp;
10159 switch(tcmod->tcmod)
10161 case Q3TCMOD_COUNT:
10163 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10164 matrix = r_waterscrollmatrix;
10166 matrix = identitymatrix;
10168 case Q3TCMOD_ENTITYTRANSLATE:
10169 // this is used in Q3 to allow the gamecode to control texcoord
10170 // scrolling on the entity, which is not supported in darkplaces yet.
10171 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10173 case Q3TCMOD_ROTATE:
10174 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10175 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10176 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10178 case Q3TCMOD_SCALE:
10179 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10181 case Q3TCMOD_SCROLL:
10182 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10184 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10185 w = (int) tcmod->parms[0];
10186 h = (int) tcmod->parms[1];
10187 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10189 idx = (int) floor(f * w * h);
10190 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10192 case Q3TCMOD_STRETCH:
10193 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10194 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10196 case Q3TCMOD_TRANSFORM:
10197 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10198 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10199 VectorSet(tcmat + 6, 0 , 0 , 1);
10200 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10201 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10203 case Q3TCMOD_TURBULENT:
10204 // this is handled in the RSurf_PrepareVertices function
10205 matrix = identitymatrix;
10209 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10212 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10214 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10215 char name[MAX_QPATH];
10216 skinframe_t *skinframe;
10217 unsigned char pixels[296*194];
10218 strlcpy(cache->name, skinname, sizeof(cache->name));
10219 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10220 if (developer_loading.integer)
10221 Con_Printf("loading %s\n", name);
10222 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10223 if (!skinframe || !skinframe->base)
10226 fs_offset_t filesize;
10228 f = FS_LoadFile(name, tempmempool, true, &filesize);
10231 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10232 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10236 cache->skinframe = skinframe;
10239 texture_t *R_GetCurrentTexture(texture_t *t)
10242 const entity_render_t *ent = rsurface.entity;
10243 dp_model_t *model = ent->model;
10244 q3shaderinfo_layer_tcmod_t *tcmod;
10246 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10247 return t->currentframe;
10248 t->update_lastrenderframe = r_textureframe;
10249 t->update_lastrenderentity = (void *)ent;
10251 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10252 t->camera_entity = ent->entitynumber;
10254 t->camera_entity = 0;
10256 // switch to an alternate material if this is a q1bsp animated material
10258 texture_t *texture = t;
10259 int s = rsurface.ent_skinnum;
10260 if ((unsigned int)s >= (unsigned int)model->numskins)
10262 if (model->skinscenes)
10264 if (model->skinscenes[s].framecount > 1)
10265 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10267 s = model->skinscenes[s].firstframe;
10270 t = t + s * model->num_surfaces;
10273 // use an alternate animation if the entity's frame is not 0,
10274 // and only if the texture has an alternate animation
10275 if (rsurface.ent_alttextures && t->anim_total[1])
10276 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10278 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10280 texture->currentframe = t;
10283 // update currentskinframe to be a qw skin or animation frame
10284 if (rsurface.ent_qwskin >= 0)
10286 i = rsurface.ent_qwskin;
10287 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10289 r_qwskincache_size = cl.maxclients;
10291 Mem_Free(r_qwskincache);
10292 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10294 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10295 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10296 t->currentskinframe = r_qwskincache[i].skinframe;
10297 if (t->currentskinframe == NULL)
10298 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10300 else if (t->numskinframes >= 2)
10301 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10302 if (t->backgroundnumskinframes >= 2)
10303 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10305 t->currentmaterialflags = t->basematerialflags;
10306 t->currentalpha = rsurface.colormod[3];
10307 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10308 t->currentalpha *= r_wateralpha.value;
10309 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10310 t->currentalpha *= t->r_water_wateralpha;
10311 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10312 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10313 if (!(rsurface.ent_flags & RENDER_LIGHT))
10314 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10315 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10317 // pick a model lighting mode
10318 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10319 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10321 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10323 if (rsurface.ent_flags & RENDER_ADDITIVE)
10324 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10325 else if (t->currentalpha < 1)
10326 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10327 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10328 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10329 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10330 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10331 if (t->backgroundnumskinframes)
10332 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10333 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10335 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10336 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10339 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10340 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10341 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10343 // there is no tcmod
10344 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10346 t->currenttexmatrix = r_waterscrollmatrix;
10347 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10349 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10351 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10352 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10355 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10356 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10357 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10358 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10360 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10361 if (t->currentskinframe->qpixels)
10362 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10363 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10364 if (!t->basetexture)
10365 t->basetexture = r_texture_notexture;
10366 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10367 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10368 t->nmaptexture = t->currentskinframe->nmap;
10369 if (!t->nmaptexture)
10370 t->nmaptexture = r_texture_blanknormalmap;
10371 t->glosstexture = r_texture_black;
10372 t->glowtexture = t->currentskinframe->glow;
10373 t->fogtexture = t->currentskinframe->fog;
10374 t->reflectmasktexture = t->currentskinframe->reflect;
10375 if (t->backgroundnumskinframes)
10377 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10378 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10379 t->backgroundglosstexture = r_texture_black;
10380 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10381 if (!t->backgroundnmaptexture)
10382 t->backgroundnmaptexture = r_texture_blanknormalmap;
10386 t->backgroundbasetexture = r_texture_white;
10387 t->backgroundnmaptexture = r_texture_blanknormalmap;
10388 t->backgroundglosstexture = r_texture_black;
10389 t->backgroundglowtexture = NULL;
10391 t->specularpower = r_shadow_glossexponent.value;
10392 // TODO: store reference values for these in the texture?
10393 t->specularscale = 0;
10394 if (r_shadow_gloss.integer > 0)
10396 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10398 if (r_shadow_glossintensity.value > 0)
10400 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10401 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10402 t->specularscale = r_shadow_glossintensity.value;
10405 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10407 t->glosstexture = r_texture_white;
10408 t->backgroundglosstexture = r_texture_white;
10409 t->specularscale = r_shadow_gloss2intensity.value;
10410 t->specularpower = r_shadow_gloss2exponent.value;
10413 t->specularscale *= t->specularscalemod;
10414 t->specularpower *= t->specularpowermod;
10416 // lightmaps mode looks bad with dlights using actual texturing, so turn
10417 // off the colormap and glossmap, but leave the normalmap on as it still
10418 // accurately represents the shading involved
10419 if (gl_lightmaps.integer)
10421 t->basetexture = r_texture_grey128;
10422 t->pantstexture = r_texture_black;
10423 t->shirttexture = r_texture_black;
10424 t->nmaptexture = r_texture_blanknormalmap;
10425 t->glosstexture = r_texture_black;
10426 t->glowtexture = NULL;
10427 t->fogtexture = NULL;
10428 t->reflectmasktexture = NULL;
10429 t->backgroundbasetexture = NULL;
10430 t->backgroundnmaptexture = r_texture_blanknormalmap;
10431 t->backgroundglosstexture = r_texture_black;
10432 t->backgroundglowtexture = NULL;
10433 t->specularscale = 0;
10434 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10437 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10438 VectorClear(t->dlightcolor);
10439 t->currentnumlayers = 0;
10440 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10442 int blendfunc1, blendfunc2;
10443 qboolean depthmask;
10444 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10446 blendfunc1 = GL_SRC_ALPHA;
10447 blendfunc2 = GL_ONE;
10449 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10451 blendfunc1 = GL_SRC_ALPHA;
10452 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10454 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10456 blendfunc1 = t->customblendfunc[0];
10457 blendfunc2 = t->customblendfunc[1];
10461 blendfunc1 = GL_ONE;
10462 blendfunc2 = GL_ZERO;
10464 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10465 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10467 // fullbright is not affected by r_refdef.lightmapintensity
10468 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
10469 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10470 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
10471 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10472 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
10476 vec3_t ambientcolor;
10478 // set the color tint used for lights affecting this surface
10479 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10481 // q3bsp has no lightmap updates, so the lightstylevalue that
10482 // would normally be baked into the lightmap must be
10483 // applied to the color
10484 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10485 if (model->type == mod_brushq3)
10486 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10487 colorscale *= r_refdef.lightmapintensity;
10488 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10489 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10490 // basic lit geometry
10491 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
10492 // add pants/shirt if needed
10493 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10494 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
10495 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10496 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
10497 // now add ambient passes if needed
10498 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10500 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
10501 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10502 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
10503 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10504 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
10507 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10508 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
10509 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10511 // if this is opaque use alpha blend which will darken the earlier
10514 // if this is an alpha blended material, all the earlier passes
10515 // were darkened by fog already, so we only need to add the fog
10516 // color ontop through the fog mask texture
10518 // if this is an additive blended material, all the earlier passes
10519 // were darkened by fog already, and we should not add fog color
10520 // (because the background was not darkened, there is no fog color
10521 // that was lost behind it).
10522 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
10526 return t->currentframe;
10529 rsurfacestate_t rsurface;
10531 void R_Mesh_ResizeArrays(int newvertices)
10533 unsigned char *base;
10535 if (rsurface.array_size >= newvertices)
10537 if (rsurface.array_base)
10538 Mem_Free(rsurface.array_base);
10539 rsurface.array_size = (newvertices + 1023) & ~1023;
10541 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10542 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10543 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10544 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10545 size += rsurface.array_size * sizeof(float[3]);
10546 size += rsurface.array_size * sizeof(float[3]);
10547 size += rsurface.array_size * sizeof(float[3]);
10548 size += rsurface.array_size * sizeof(float[3]);
10549 size += rsurface.array_size * sizeof(float[3]);
10550 size += rsurface.array_size * sizeof(float[3]);
10551 size += rsurface.array_size * sizeof(float[3]);
10552 size += rsurface.array_size * sizeof(float[3]);
10553 size += rsurface.array_size * sizeof(float[4]);
10554 size += rsurface.array_size * sizeof(float[2]);
10555 size += rsurface.array_size * sizeof(float[2]);
10556 size += rsurface.array_size * sizeof(float[4]);
10557 size += rsurface.array_size * sizeof(int[3]);
10558 size += rsurface.array_size * sizeof(unsigned short[3]);
10559 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10560 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10561 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10562 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10563 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10564 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10565 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10566 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10567 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10568 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10569 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10570 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10571 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10572 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10573 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10574 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10575 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10576 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10577 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10580 void RSurf_ActiveWorldEntity(void)
10582 dp_model_t *model = r_refdef.scene.worldmodel;
10583 //if (rsurface.entity == r_refdef.scene.worldentity)
10585 rsurface.entity = r_refdef.scene.worldentity;
10586 rsurface.skeleton = NULL;
10587 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10588 rsurface.ent_skinnum = 0;
10589 rsurface.ent_qwskin = -1;
10590 rsurface.ent_shadertime = 0;
10591 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10592 if (rsurface.array_size < model->surfmesh.num_vertices)
10593 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10594 rsurface.matrix = identitymatrix;
10595 rsurface.inversematrix = identitymatrix;
10596 rsurface.matrixscale = 1;
10597 rsurface.inversematrixscale = 1;
10598 R_EntityMatrix(&identitymatrix);
10599 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10600 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10601 rsurface.fograngerecip = r_refdef.fograngerecip;
10602 rsurface.fogheightfade = r_refdef.fogheightfade;
10603 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10604 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10605 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10606 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10607 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10608 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10609 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10610 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10611 rsurface.colormod[3] = 1;
10612 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
10613 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10614 rsurface.frameblend[0].lerp = 1;
10615 rsurface.ent_alttextures = false;
10616 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10617 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10618 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10619 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10620 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10621 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10622 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10623 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10624 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10625 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10626 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10627 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10628 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10629 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10630 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10631 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10632 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10633 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10634 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10635 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10636 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10637 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10638 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10639 rsurface.modelelement3i = model->surfmesh.data_element3i;
10640 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10641 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10642 rsurface.modelelement3s = model->surfmesh.data_element3s;
10643 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10644 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10645 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10646 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10647 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10648 rsurface.modelsurfaces = model->data_surfaces;
10649 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10650 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10651 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10652 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10653 rsurface.modelgeneratedvertex = false;
10654 rsurface.batchgeneratedvertex = false;
10655 rsurface.batchfirstvertex = 0;
10656 rsurface.batchnumvertices = 0;
10657 rsurface.batchfirsttriangle = 0;
10658 rsurface.batchnumtriangles = 0;
10659 rsurface.batchvertex3f = NULL;
10660 rsurface.batchvertex3f_vertexbuffer = NULL;
10661 rsurface.batchvertex3f_bufferoffset = 0;
10662 rsurface.batchsvector3f = NULL;
10663 rsurface.batchsvector3f_vertexbuffer = NULL;
10664 rsurface.batchsvector3f_bufferoffset = 0;
10665 rsurface.batchtvector3f = NULL;
10666 rsurface.batchtvector3f_vertexbuffer = NULL;
10667 rsurface.batchtvector3f_bufferoffset = 0;
10668 rsurface.batchnormal3f = NULL;
10669 rsurface.batchnormal3f_vertexbuffer = NULL;
10670 rsurface.batchnormal3f_bufferoffset = 0;
10671 rsurface.batchlightmapcolor4f = NULL;
10672 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10673 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10674 rsurface.batchtexcoordtexture2f = NULL;
10675 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10676 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10677 rsurface.batchtexcoordlightmap2f = NULL;
10678 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10679 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10680 rsurface.batchvertexmesh = NULL;
10681 rsurface.batchvertexmeshbuffer = NULL;
10682 rsurface.batchvertexposition = NULL;
10683 rsurface.batchvertexpositionbuffer = NULL;
10684 rsurface.batchelement3i = NULL;
10685 rsurface.batchelement3i_indexbuffer = NULL;
10686 rsurface.batchelement3i_bufferoffset = 0;
10687 rsurface.batchelement3s = NULL;
10688 rsurface.batchelement3s_indexbuffer = NULL;
10689 rsurface.batchelement3s_bufferoffset = 0;
10690 rsurface.passcolor4f = NULL;
10691 rsurface.passcolor4f_vertexbuffer = NULL;
10692 rsurface.passcolor4f_bufferoffset = 0;
10695 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10697 dp_model_t *model = ent->model;
10698 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10700 rsurface.entity = (entity_render_t *)ent;
10701 rsurface.skeleton = ent->skeleton;
10702 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10703 rsurface.ent_skinnum = ent->skinnum;
10704 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
10705 rsurface.ent_shadertime = ent->shadertime;
10706 rsurface.ent_flags = ent->flags;
10707 if (rsurface.array_size < model->surfmesh.num_vertices)
10708 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10709 rsurface.matrix = ent->matrix;
10710 rsurface.inversematrix = ent->inversematrix;
10711 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10712 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10713 R_EntityMatrix(&rsurface.matrix);
10714 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10715 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10716 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10717 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10718 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10719 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10720 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10721 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10722 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10723 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10724 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10725 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10726 rsurface.colormod[3] = ent->alpha;
10727 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10728 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10729 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10730 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10731 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10732 if (ent->model->brush.submodel && !prepass)
10734 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10735 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10737 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10739 if (ent->animcache_vertex3f && !r_framedata_failed)
10741 rsurface.modelvertex3f = ent->animcache_vertex3f;
10742 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10743 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10744 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10745 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10746 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10747 rsurface.modelvertexposition = ent->animcache_vertexposition;
10748 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10750 else if (wanttangents)
10752 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10753 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10754 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10755 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10756 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10757 rsurface.modelvertexmesh = NULL;
10758 rsurface.modelvertexmeshbuffer = NULL;
10759 rsurface.modelvertexposition = NULL;
10760 rsurface.modelvertexpositionbuffer = NULL;
10762 else if (wantnormals)
10764 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10765 rsurface.modelsvector3f = NULL;
10766 rsurface.modeltvector3f = NULL;
10767 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10768 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10769 rsurface.modelvertexmesh = NULL;
10770 rsurface.modelvertexmeshbuffer = NULL;
10771 rsurface.modelvertexposition = NULL;
10772 rsurface.modelvertexpositionbuffer = NULL;
10776 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10777 rsurface.modelsvector3f = NULL;
10778 rsurface.modeltvector3f = NULL;
10779 rsurface.modelnormal3f = NULL;
10780 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10781 rsurface.modelvertexmesh = NULL;
10782 rsurface.modelvertexmeshbuffer = NULL;
10783 rsurface.modelvertexposition = NULL;
10784 rsurface.modelvertexpositionbuffer = NULL;
10786 rsurface.modelvertex3f_vertexbuffer = 0;
10787 rsurface.modelvertex3f_bufferoffset = 0;
10788 rsurface.modelsvector3f_vertexbuffer = 0;
10789 rsurface.modelsvector3f_bufferoffset = 0;
10790 rsurface.modeltvector3f_vertexbuffer = 0;
10791 rsurface.modeltvector3f_bufferoffset = 0;
10792 rsurface.modelnormal3f_vertexbuffer = 0;
10793 rsurface.modelnormal3f_bufferoffset = 0;
10794 rsurface.modelgeneratedvertex = true;
10798 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10799 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10800 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10801 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10802 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10803 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10804 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10805 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10806 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10807 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10808 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10809 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10810 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10811 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10812 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10813 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10814 rsurface.modelgeneratedvertex = false;
10816 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10817 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10818 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10819 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10820 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10821 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10822 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10823 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10824 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10825 rsurface.modelelement3i = model->surfmesh.data_element3i;
10826 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10827 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10828 rsurface.modelelement3s = model->surfmesh.data_element3s;
10829 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10830 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10831 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10832 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10833 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10834 rsurface.modelsurfaces = model->data_surfaces;
10835 rsurface.batchgeneratedvertex = false;
10836 rsurface.batchfirstvertex = 0;
10837 rsurface.batchnumvertices = 0;
10838 rsurface.batchfirsttriangle = 0;
10839 rsurface.batchnumtriangles = 0;
10840 rsurface.batchvertex3f = NULL;
10841 rsurface.batchvertex3f_vertexbuffer = NULL;
10842 rsurface.batchvertex3f_bufferoffset = 0;
10843 rsurface.batchsvector3f = NULL;
10844 rsurface.batchsvector3f_vertexbuffer = NULL;
10845 rsurface.batchsvector3f_bufferoffset = 0;
10846 rsurface.batchtvector3f = NULL;
10847 rsurface.batchtvector3f_vertexbuffer = NULL;
10848 rsurface.batchtvector3f_bufferoffset = 0;
10849 rsurface.batchnormal3f = NULL;
10850 rsurface.batchnormal3f_vertexbuffer = NULL;
10851 rsurface.batchnormal3f_bufferoffset = 0;
10852 rsurface.batchlightmapcolor4f = NULL;
10853 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10854 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10855 rsurface.batchtexcoordtexture2f = NULL;
10856 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10857 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10858 rsurface.batchtexcoordlightmap2f = NULL;
10859 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10860 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10861 rsurface.batchvertexmesh = NULL;
10862 rsurface.batchvertexmeshbuffer = NULL;
10863 rsurface.batchvertexposition = NULL;
10864 rsurface.batchvertexpositionbuffer = NULL;
10865 rsurface.batchelement3i = NULL;
10866 rsurface.batchelement3i_indexbuffer = NULL;
10867 rsurface.batchelement3i_bufferoffset = 0;
10868 rsurface.batchelement3s = NULL;
10869 rsurface.batchelement3s_indexbuffer = NULL;
10870 rsurface.batchelement3s_bufferoffset = 0;
10871 rsurface.passcolor4f = NULL;
10872 rsurface.passcolor4f_vertexbuffer = NULL;
10873 rsurface.passcolor4f_bufferoffset = 0;
10876 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
10880 rsurface.entity = r_refdef.scene.worldentity;
10881 rsurface.skeleton = NULL;
10882 rsurface.ent_skinnum = 0;
10883 rsurface.ent_qwskin = -1;
10884 rsurface.ent_shadertime = shadertime;
10885 rsurface.ent_flags = entflags;
10886 rsurface.modelnumvertices = numvertices;
10887 rsurface.modelnumtriangles = numtriangles;
10888 if (rsurface.array_size < rsurface.modelnumvertices)
10889 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
10890 rsurface.matrix = *matrix;
10891 rsurface.inversematrix = *inversematrix;
10892 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10893 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10894 R_EntityMatrix(&rsurface.matrix);
10895 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10896 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10897 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10898 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10899 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10900 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10901 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10902 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10903 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10904 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10905 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10906 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10907 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
10908 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10909 rsurface.frameblend[0].lerp = 1;
10910 rsurface.ent_alttextures = false;
10911 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10912 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10915 rsurface.modelvertex3f = vertex3f;
10916 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10917 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10918 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10920 else if (wantnormals)
10922 rsurface.modelvertex3f = vertex3f;
10923 rsurface.modelsvector3f = NULL;
10924 rsurface.modeltvector3f = NULL;
10925 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10929 rsurface.modelvertex3f = vertex3f;
10930 rsurface.modelsvector3f = NULL;
10931 rsurface.modeltvector3f = NULL;
10932 rsurface.modelnormal3f = NULL;
10934 rsurface.modelvertexmesh = NULL;
10935 rsurface.modelvertexmeshbuffer = NULL;
10936 rsurface.modelvertexposition = NULL;
10937 rsurface.modelvertexpositionbuffer = NULL;
10938 rsurface.modelvertex3f_vertexbuffer = 0;
10939 rsurface.modelvertex3f_bufferoffset = 0;
10940 rsurface.modelsvector3f_vertexbuffer = 0;
10941 rsurface.modelsvector3f_bufferoffset = 0;
10942 rsurface.modeltvector3f_vertexbuffer = 0;
10943 rsurface.modeltvector3f_bufferoffset = 0;
10944 rsurface.modelnormal3f_vertexbuffer = 0;
10945 rsurface.modelnormal3f_bufferoffset = 0;
10946 rsurface.modelgeneratedvertex = true;
10947 rsurface.modellightmapcolor4f = color4f;
10948 rsurface.modellightmapcolor4f_vertexbuffer = 0;
10949 rsurface.modellightmapcolor4f_bufferoffset = 0;
10950 rsurface.modeltexcoordtexture2f = texcoord2f;
10951 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
10952 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10953 rsurface.modeltexcoordlightmap2f = NULL;
10954 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
10955 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10956 rsurface.modelelement3i = element3i;
10957 rsurface.modelelement3i_indexbuffer = NULL;
10958 rsurface.modelelement3i_bufferoffset = 0;
10959 rsurface.modelelement3s = element3s;
10960 rsurface.modelelement3s_indexbuffer = NULL;
10961 rsurface.modelelement3s_bufferoffset = 0;
10962 rsurface.modellightmapoffsets = NULL;
10963 rsurface.modelsurfaces = NULL;
10964 rsurface.batchgeneratedvertex = false;
10965 rsurface.batchfirstvertex = 0;
10966 rsurface.batchnumvertices = 0;
10967 rsurface.batchfirsttriangle = 0;
10968 rsurface.batchnumtriangles = 0;
10969 rsurface.batchvertex3f = NULL;
10970 rsurface.batchvertex3f_vertexbuffer = NULL;
10971 rsurface.batchvertex3f_bufferoffset = 0;
10972 rsurface.batchsvector3f = NULL;
10973 rsurface.batchsvector3f_vertexbuffer = NULL;
10974 rsurface.batchsvector3f_bufferoffset = 0;
10975 rsurface.batchtvector3f = NULL;
10976 rsurface.batchtvector3f_vertexbuffer = NULL;
10977 rsurface.batchtvector3f_bufferoffset = 0;
10978 rsurface.batchnormal3f = NULL;
10979 rsurface.batchnormal3f_vertexbuffer = NULL;
10980 rsurface.batchnormal3f_bufferoffset = 0;
10981 rsurface.batchlightmapcolor4f = NULL;
10982 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10983 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10984 rsurface.batchtexcoordtexture2f = NULL;
10985 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10986 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10987 rsurface.batchtexcoordlightmap2f = NULL;
10988 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10989 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10990 rsurface.batchvertexmesh = NULL;
10991 rsurface.batchvertexmeshbuffer = NULL;
10992 rsurface.batchvertexposition = NULL;
10993 rsurface.batchvertexpositionbuffer = NULL;
10994 rsurface.batchelement3i = NULL;
10995 rsurface.batchelement3i_indexbuffer = NULL;
10996 rsurface.batchelement3i_bufferoffset = 0;
10997 rsurface.batchelement3s = NULL;
10998 rsurface.batchelement3s_indexbuffer = NULL;
10999 rsurface.batchelement3s_bufferoffset = 0;
11000 rsurface.passcolor4f = NULL;
11001 rsurface.passcolor4f_vertexbuffer = NULL;
11002 rsurface.passcolor4f_bufferoffset = 0;
11004 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11006 if ((wantnormals || wanttangents) && !normal3f)
11008 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11009 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11011 if (wanttangents && !svector3f)
11013 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
11014 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11015 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11019 // now convert arrays into vertexmesh structs
11020 for (i = 0;i < numvertices;i++)
11022 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11023 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11024 if (rsurface.modelsvector3f)
11025 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11026 if (rsurface.modeltvector3f)
11027 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11028 if (rsurface.modelnormal3f)
11029 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11030 if (rsurface.modellightmapcolor4f)
11031 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11032 if (rsurface.modeltexcoordtexture2f)
11033 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11034 if (rsurface.modeltexcoordlightmap2f)
11035 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11039 float RSurf_FogPoint(const float *v)
11041 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11042 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11043 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11044 float FogHeightFade = r_refdef.fogheightfade;
11046 unsigned int fogmasktableindex;
11047 if (r_refdef.fogplaneviewabove)
11048 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11050 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11051 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11052 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11055 float RSurf_FogVertex(const float *v)
11057 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11058 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11059 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11060 float FogHeightFade = rsurface.fogheightfade;
11062 unsigned int fogmasktableindex;
11063 if (r_refdef.fogplaneviewabove)
11064 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11066 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11067 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11068 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11071 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11074 for (i = 0;i < numelements;i++)
11075 outelement3i[i] = inelement3i[i] + adjust;
11078 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11079 extern cvar_t gl_vbo;
11080 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11088 int surfacefirsttriangle;
11089 int surfacenumtriangles;
11090 int surfacefirstvertex;
11091 int surfaceendvertex;
11092 int surfacenumvertices;
11093 int surfaceadjustvertex;
11097 qboolean dynamicvertex;
11101 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11102 float waveparms[4];
11103 q3shaderinfo_deform_t *deform;
11104 const msurface_t *surface, *firstsurface;
11105 r_vertexposition_t *vertexposition;
11106 r_vertexmesh_t *vertexmesh;
11107 if (!texturenumsurfaces)
11109 // find vertex range of this surface batch
11111 firstsurface = texturesurfacelist[0];
11112 firsttriangle = firstsurface->num_firsttriangle;
11114 firstvertex = endvertex = firstsurface->num_firstvertex;
11115 for (i = 0;i < texturenumsurfaces;i++)
11117 surface = texturesurfacelist[i];
11118 if (surface != firstsurface + i)
11120 surfacefirstvertex = surface->num_firstvertex;
11121 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11122 surfacenumtriangles = surface->num_triangles;
11123 if (firstvertex > surfacefirstvertex)
11124 firstvertex = surfacefirstvertex;
11125 if (endvertex < surfaceendvertex)
11126 endvertex = surfaceendvertex;
11127 numtriangles += surfacenumtriangles;
11132 // we now know the vertex range used, and if there are any gaps in it
11133 rsurface.batchfirstvertex = firstvertex;
11134 rsurface.batchnumvertices = endvertex - firstvertex;
11135 rsurface.batchfirsttriangle = firsttriangle;
11136 rsurface.batchnumtriangles = numtriangles;
11138 // this variable holds flags for which properties have been updated that
11139 // may require regenerating vertexmesh or vertexposition arrays...
11142 // check if any dynamic vertex processing must occur
11143 dynamicvertex = false;
11145 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11146 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11147 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11149 switch (deform->deform)
11152 case Q3DEFORM_PROJECTIONSHADOW:
11153 case Q3DEFORM_TEXT0:
11154 case Q3DEFORM_TEXT1:
11155 case Q3DEFORM_TEXT2:
11156 case Q3DEFORM_TEXT3:
11157 case Q3DEFORM_TEXT4:
11158 case Q3DEFORM_TEXT5:
11159 case Q3DEFORM_TEXT6:
11160 case Q3DEFORM_TEXT7:
11161 case Q3DEFORM_NONE:
11163 case Q3DEFORM_AUTOSPRITE:
11164 dynamicvertex = true;
11165 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11166 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11168 case Q3DEFORM_AUTOSPRITE2:
11169 dynamicvertex = true;
11170 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11171 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11173 case Q3DEFORM_NORMAL:
11174 dynamicvertex = true;
11175 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11176 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11178 case Q3DEFORM_WAVE:
11179 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11180 break; // if wavefunc is a nop, ignore this transform
11181 dynamicvertex = true;
11182 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11183 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11185 case Q3DEFORM_BULGE:
11186 dynamicvertex = true;
11187 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11188 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11190 case Q3DEFORM_MOVE:
11191 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11192 break; // if wavefunc is a nop, ignore this transform
11193 dynamicvertex = true;
11194 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11195 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11199 switch(rsurface.texture->tcgen.tcgen)
11202 case Q3TCGEN_TEXTURE:
11204 case Q3TCGEN_LIGHTMAP:
11205 dynamicvertex = true;
11206 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11207 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11209 case Q3TCGEN_VECTOR:
11210 dynamicvertex = true;
11211 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11212 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11214 case Q3TCGEN_ENVIRONMENT:
11215 dynamicvertex = true;
11216 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11217 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11220 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11222 dynamicvertex = true;
11223 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11224 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11227 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11229 dynamicvertex = true;
11230 batchneed |= BATCHNEED_NOGAPS;
11231 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11234 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11236 dynamicvertex = true;
11237 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11238 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11241 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11243 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11244 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11245 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11246 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11247 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11248 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11249 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11252 // when the model data has no vertex buffer (dynamic mesh), we need to
11254 if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
11255 batchneed |= BATCHNEED_NOGAPS;
11257 // if needsupdate, we have to do a dynamic vertex batch for sure
11258 if (needsupdate & batchneed)
11259 dynamicvertex = true;
11261 // see if we need to build vertexmesh from arrays
11262 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11263 dynamicvertex = true;
11265 // see if we need to build vertexposition from arrays
11266 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11267 dynamicvertex = true;
11269 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11270 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11271 dynamicvertex = true;
11273 // if there is a chance of animated vertex colors, it's a dynamic batch
11274 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11275 dynamicvertex = true;
11277 rsurface.batchvertex3f = rsurface.modelvertex3f;
11278 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11279 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11280 rsurface.batchsvector3f = rsurface.modelsvector3f;
11281 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11282 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11283 rsurface.batchtvector3f = rsurface.modeltvector3f;
11284 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11285 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11286 rsurface.batchnormal3f = rsurface.modelnormal3f;
11287 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11288 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11289 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11290 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11291 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11292 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11293 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11294 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11295 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11296 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11297 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11298 rsurface.batchvertexposition = rsurface.modelvertexposition;
11299 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11300 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11301 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11302 rsurface.batchelement3i = rsurface.modelelement3i;
11303 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11304 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11305 rsurface.batchelement3s = rsurface.modelelement3s;
11306 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11307 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11309 // if any dynamic vertex processing has to occur in software, we copy the
11310 // entire surface list together before processing to rebase the vertices
11311 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11313 // if any gaps exist and we do not have a static vertex buffer, we have to
11314 // copy the surface list together to avoid wasting upload bandwidth on the
11315 // vertices in the gaps.
11317 // if gaps exist and we have a static vertex buffer, we still have to
11318 // combine the index buffer ranges into one dynamic index buffer.
11320 // in all cases we end up with data that can be drawn in one call.
11322 if (!dynamicvertex)
11324 // static vertex data, just set pointers...
11325 rsurface.batchgeneratedvertex = false;
11326 // if there are gaps, we want to build a combined index buffer,
11327 // otherwise use the original static buffer with an appropriate offset
11332 for (i = 0;i < texturenumsurfaces;i++)
11334 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11335 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11336 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11337 numtriangles += surfacenumtriangles;
11339 rsurface.batchelement3i = rsurface.array_batchelement3i;
11340 rsurface.batchelement3i_indexbuffer = NULL;
11341 rsurface.batchelement3i_bufferoffset = 0;
11342 rsurface.batchelement3s = NULL;
11343 rsurface.batchelement3s_indexbuffer = NULL;
11344 rsurface.batchelement3s_bufferoffset = 0;
11345 if (endvertex <= 65536)
11347 rsurface.batchelement3s = rsurface.array_batchelement3s;
11348 for (i = 0;i < numtriangles*3;i++)
11349 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11351 rsurface.batchfirsttriangle = firsttriangle;
11352 rsurface.batchnumtriangles = numtriangles;
11357 // something needs software processing, do it for real...
11358 // we only directly handle interleaved array data in this case...
11359 rsurface.batchgeneratedvertex = true;
11361 // now copy the vertex data into a combined array and make an index array
11362 // (this is what Quake3 does all the time)
11363 //if (gaps || rsurface.batchfirstvertex)
11365 rsurface.batchvertexposition = NULL;
11366 rsurface.batchvertexpositionbuffer = NULL;
11367 rsurface.batchvertexmesh = NULL;
11368 rsurface.batchvertexmeshbuffer = NULL;
11369 rsurface.batchvertex3f = NULL;
11370 rsurface.batchvertex3f_vertexbuffer = NULL;
11371 rsurface.batchvertex3f_bufferoffset = 0;
11372 rsurface.batchsvector3f = NULL;
11373 rsurface.batchsvector3f_vertexbuffer = NULL;
11374 rsurface.batchsvector3f_bufferoffset = 0;
11375 rsurface.batchtvector3f = NULL;
11376 rsurface.batchtvector3f_vertexbuffer = NULL;
11377 rsurface.batchtvector3f_bufferoffset = 0;
11378 rsurface.batchnormal3f = NULL;
11379 rsurface.batchnormal3f_vertexbuffer = NULL;
11380 rsurface.batchnormal3f_bufferoffset = 0;
11381 rsurface.batchlightmapcolor4f = NULL;
11382 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11383 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11384 rsurface.batchtexcoordtexture2f = NULL;
11385 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11386 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11387 rsurface.batchtexcoordlightmap2f = NULL;
11388 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11389 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11390 rsurface.batchelement3i = rsurface.array_batchelement3i;
11391 rsurface.batchelement3i_indexbuffer = NULL;
11392 rsurface.batchelement3i_bufferoffset = 0;
11393 rsurface.batchelement3s = NULL;
11394 rsurface.batchelement3s_indexbuffer = NULL;
11395 rsurface.batchelement3s_bufferoffset = 0;
11396 // we'll only be setting up certain arrays as needed
11397 if (batchneed & BATCHNEED_VERTEXPOSITION)
11398 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11399 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11400 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11401 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11402 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11403 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11404 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11405 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11407 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11408 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11410 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11411 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11412 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11413 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11414 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11415 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11418 for (i = 0;i < texturenumsurfaces;i++)
11420 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11421 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11422 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11423 surfaceadjustvertex = numvertices - surfacefirstvertex;
11424 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11425 // copy only the data requested
11426 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11427 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11428 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11429 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11430 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11432 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11433 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11434 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11435 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11436 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11438 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11439 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11441 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11442 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11443 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11444 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11445 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11446 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11448 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11449 numvertices += surfacenumvertices;
11450 numtriangles += surfacenumtriangles;
11453 // generate a 16bit index array as well if possible
11454 // (in general, dynamic batches fit)
11455 if (numvertices <= 65536)
11457 rsurface.batchelement3s = rsurface.array_batchelement3s;
11458 for (i = 0;i < numtriangles*3;i++)
11459 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11462 // since we've copied everything, the batch now starts at 0
11463 rsurface.batchfirstvertex = 0;
11464 rsurface.batchnumvertices = numvertices;
11465 rsurface.batchfirsttriangle = 0;
11466 rsurface.batchnumtriangles = numtriangles;
11469 // q1bsp surfaces rendered in vertex color mode have to have colors
11470 // calculated based on lightstyles
11471 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11473 // generate color arrays for the surfaces in this list
11477 const int *offsets;
11478 const unsigned char *lm;
11480 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11481 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11482 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11483 for (i = 0;i < texturenumsurfaces;i++)
11485 surface = texturesurfacelist[i];
11486 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11487 surfacenumvertices = surface->num_vertices;
11488 if (surface->lightmapinfo->samples)
11490 for (j = 0;j < surfacenumvertices;j++)
11492 lm = surface->lightmapinfo->samples + offsets[j];
11493 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11494 VectorScale(lm, scale, c);
11495 if (surface->lightmapinfo->styles[1] != 255)
11497 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11499 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11500 VectorMA(c, scale, lm, c);
11501 if (surface->lightmapinfo->styles[2] != 255)
11504 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11505 VectorMA(c, scale, lm, c);
11506 if (surface->lightmapinfo->styles[3] != 255)
11509 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11510 VectorMA(c, scale, lm, c);
11517 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
11523 for (j = 0;j < surfacenumvertices;j++)
11525 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11532 // if vertices are deformed (sprite flares and things in maps, possibly
11533 // water waves, bulges and other deformations), modify the copied vertices
11535 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11537 switch (deform->deform)
11540 case Q3DEFORM_PROJECTIONSHADOW:
11541 case Q3DEFORM_TEXT0:
11542 case Q3DEFORM_TEXT1:
11543 case Q3DEFORM_TEXT2:
11544 case Q3DEFORM_TEXT3:
11545 case Q3DEFORM_TEXT4:
11546 case Q3DEFORM_TEXT5:
11547 case Q3DEFORM_TEXT6:
11548 case Q3DEFORM_TEXT7:
11549 case Q3DEFORM_NONE:
11551 case Q3DEFORM_AUTOSPRITE:
11552 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11553 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11554 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11555 VectorNormalize(newforward);
11556 VectorNormalize(newright);
11557 VectorNormalize(newup);
11558 // a single autosprite surface can contain multiple sprites...
11559 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11561 VectorClear(center);
11562 for (i = 0;i < 4;i++)
11563 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11564 VectorScale(center, 0.25f, center);
11565 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11566 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11567 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11568 for (i = 0;i < 4;i++)
11570 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11571 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11574 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11575 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11576 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11577 rsurface.batchvertex3f_vertexbuffer = NULL;
11578 rsurface.batchvertex3f_bufferoffset = 0;
11579 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11580 rsurface.batchsvector3f_vertexbuffer = NULL;
11581 rsurface.batchsvector3f_bufferoffset = 0;
11582 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11583 rsurface.batchtvector3f_vertexbuffer = NULL;
11584 rsurface.batchtvector3f_bufferoffset = 0;
11585 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11586 rsurface.batchnormal3f_vertexbuffer = NULL;
11587 rsurface.batchnormal3f_bufferoffset = 0;
11589 case Q3DEFORM_AUTOSPRITE2:
11590 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11591 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11592 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11593 VectorNormalize(newforward);
11594 VectorNormalize(newright);
11595 VectorNormalize(newup);
11597 const float *v1, *v2;
11607 memset(shortest, 0, sizeof(shortest));
11608 // a single autosprite surface can contain multiple sprites...
11609 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11611 VectorClear(center);
11612 for (i = 0;i < 4;i++)
11613 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11614 VectorScale(center, 0.25f, center);
11615 // find the two shortest edges, then use them to define the
11616 // axis vectors for rotating around the central axis
11617 for (i = 0;i < 6;i++)
11619 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11620 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11621 l = VectorDistance2(v1, v2);
11622 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11623 if (v1[2] != v2[2])
11624 l += (1.0f / 1024.0f);
11625 if (shortest[0].length2 > l || i == 0)
11627 shortest[1] = shortest[0];
11628 shortest[0].length2 = l;
11629 shortest[0].v1 = v1;
11630 shortest[0].v2 = v2;
11632 else if (shortest[1].length2 > l || i == 1)
11634 shortest[1].length2 = l;
11635 shortest[1].v1 = v1;
11636 shortest[1].v2 = v2;
11639 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11640 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11641 // this calculates the right vector from the shortest edge
11642 // and the up vector from the edge midpoints
11643 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11644 VectorNormalize(right);
11645 VectorSubtract(end, start, up);
11646 VectorNormalize(up);
11647 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11648 VectorSubtract(rsurface.localvieworigin, center, forward);
11649 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11650 VectorNegate(forward, forward);
11651 VectorReflect(forward, 0, up, forward);
11652 VectorNormalize(forward);
11653 CrossProduct(up, forward, newright);
11654 VectorNormalize(newright);
11655 // rotate the quad around the up axis vector, this is made
11656 // especially easy by the fact we know the quad is flat,
11657 // so we only have to subtract the center position and
11658 // measure distance along the right vector, and then
11659 // multiply that by the newright vector and add back the
11661 // we also need to subtract the old position to undo the
11662 // displacement from the center, which we do with a
11663 // DotProduct, the subtraction/addition of center is also
11664 // optimized into DotProducts here
11665 l = DotProduct(right, center);
11666 for (i = 0;i < 4;i++)
11668 v1 = rsurface.batchvertex3f + 3*(j+i);
11669 f = DotProduct(right, v1) - l;
11670 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11674 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11675 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11676 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11677 rsurface.batchvertex3f_vertexbuffer = NULL;
11678 rsurface.batchvertex3f_bufferoffset = 0;
11679 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11680 rsurface.batchsvector3f_vertexbuffer = NULL;
11681 rsurface.batchsvector3f_bufferoffset = 0;
11682 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11683 rsurface.batchtvector3f_vertexbuffer = NULL;
11684 rsurface.batchtvector3f_bufferoffset = 0;
11685 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11686 rsurface.batchnormal3f_vertexbuffer = NULL;
11687 rsurface.batchnormal3f_bufferoffset = 0;
11689 case Q3DEFORM_NORMAL:
11690 // deform the normals to make reflections wavey
11691 for (j = 0;j < rsurface.batchnumvertices;j++)
11694 float *normal = rsurface.array_batchnormal3f + 3*j;
11695 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11696 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11697 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11698 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11699 VectorNormalize(normal);
11701 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11702 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11703 rsurface.batchsvector3f_vertexbuffer = NULL;
11704 rsurface.batchsvector3f_bufferoffset = 0;
11705 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11706 rsurface.batchtvector3f_vertexbuffer = NULL;
11707 rsurface.batchtvector3f_bufferoffset = 0;
11708 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11709 rsurface.batchnormal3f_vertexbuffer = NULL;
11710 rsurface.batchnormal3f_bufferoffset = 0;
11712 case Q3DEFORM_WAVE:
11713 // deform vertex array to make wavey water and flags and such
11714 waveparms[0] = deform->waveparms[0];
11715 waveparms[1] = deform->waveparms[1];
11716 waveparms[2] = deform->waveparms[2];
11717 waveparms[3] = deform->waveparms[3];
11718 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11719 break; // if wavefunc is a nop, don't make a dynamic vertex array
11720 // this is how a divisor of vertex influence on deformation
11721 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11722 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11723 for (j = 0;j < rsurface.batchnumvertices;j++)
11725 // if the wavefunc depends on time, evaluate it per-vertex
11728 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11729 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11731 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11733 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11734 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11735 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11736 rsurface.batchvertex3f_vertexbuffer = NULL;
11737 rsurface.batchvertex3f_bufferoffset = 0;
11738 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11739 rsurface.batchsvector3f_vertexbuffer = NULL;
11740 rsurface.batchsvector3f_bufferoffset = 0;
11741 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11742 rsurface.batchtvector3f_vertexbuffer = NULL;
11743 rsurface.batchtvector3f_bufferoffset = 0;
11744 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11745 rsurface.batchnormal3f_vertexbuffer = NULL;
11746 rsurface.batchnormal3f_bufferoffset = 0;
11748 case Q3DEFORM_BULGE:
11749 // deform vertex array to make the surface have moving bulges
11750 for (j = 0;j < rsurface.batchnumvertices;j++)
11752 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11753 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11755 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11756 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11757 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11758 rsurface.batchvertex3f_vertexbuffer = NULL;
11759 rsurface.batchvertex3f_bufferoffset = 0;
11760 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11761 rsurface.batchsvector3f_vertexbuffer = NULL;
11762 rsurface.batchsvector3f_bufferoffset = 0;
11763 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11764 rsurface.batchtvector3f_vertexbuffer = NULL;
11765 rsurface.batchtvector3f_bufferoffset = 0;
11766 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11767 rsurface.batchnormal3f_vertexbuffer = NULL;
11768 rsurface.batchnormal3f_bufferoffset = 0;
11770 case Q3DEFORM_MOVE:
11771 // deform vertex array
11772 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11773 break; // if wavefunc is a nop, don't make a dynamic vertex array
11774 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11775 VectorScale(deform->parms, scale, waveparms);
11776 for (j = 0;j < rsurface.batchnumvertices;j++)
11777 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11778 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11779 rsurface.batchvertex3f_vertexbuffer = NULL;
11780 rsurface.batchvertex3f_bufferoffset = 0;
11785 // generate texcoords based on the chosen texcoord source
11786 switch(rsurface.texture->tcgen.tcgen)
11789 case Q3TCGEN_TEXTURE:
11791 case Q3TCGEN_LIGHTMAP:
11792 if (rsurface.batchtexcoordlightmap2f)
11793 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11794 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11795 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11796 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11798 case Q3TCGEN_VECTOR:
11799 for (j = 0;j < rsurface.batchnumvertices;j++)
11801 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11802 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11804 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11805 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11806 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11808 case Q3TCGEN_ENVIRONMENT:
11809 // make environment reflections using a spheremap
11810 for (j = 0;j < rsurface.batchnumvertices;j++)
11812 // identical to Q3A's method, but executed in worldspace so
11813 // carried models can be shiny too
11815 float viewer[3], d, reflected[3], worldreflected[3];
11817 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11818 // VectorNormalize(viewer);
11820 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11822 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11823 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11824 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11825 // note: this is proportinal to viewer, so we can normalize later
11827 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11828 VectorNormalize(worldreflected);
11830 // note: this sphere map only uses world x and z!
11831 // so positive and negative y will LOOK THE SAME.
11832 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11833 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11835 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11836 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11837 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11840 // the only tcmod that needs software vertex processing is turbulent, so
11841 // check for it here and apply the changes if needed
11842 // and we only support that as the first one
11843 // (handling a mixture of turbulent and other tcmods would be problematic
11844 // without punting it entirely to a software path)
11845 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11847 amplitude = rsurface.texture->tcmods[0].parms[1];
11848 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
11849 for (j = 0;j < rsurface.batchnumvertices;j++)
11851 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11852 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11854 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11855 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11856 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11859 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11861 // convert the modified arrays to vertex structs
11862 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11863 rsurface.batchvertexmeshbuffer = NULL;
11864 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
11865 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11866 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
11867 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
11868 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11869 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
11870 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
11872 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11874 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
11875 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
11878 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
11879 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11880 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
11881 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
11882 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11883 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
11884 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
11885 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11886 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
11889 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11891 // convert the modified arrays to vertex structs
11892 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11893 rsurface.batchvertexpositionbuffer = NULL;
11894 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
11895 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
11897 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
11898 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
11902 void RSurf_DrawBatch(void)
11904 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
11907 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
11909 // pick the closest matching water plane
11910 int planeindex, vertexindex, bestplaneindex = -1;
11914 r_waterstate_waterplane_t *p;
11916 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
11918 if(p->camera_entity != rsurface.texture->camera_entity)
11921 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
11922 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
11924 Matrix4x4_Transform(&rsurface.matrix, v, vert);
11925 d += fabs(PlaneDiff(vert, &p->plane));
11927 if (bestd > d || bestplaneindex < 0)
11930 bestplaneindex = planeindex;
11933 return bestplaneindex;
11936 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11939 for (i = 0;i < rsurface.batchnumvertices;i++)
11940 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11941 rsurface.passcolor4f = rsurface.array_passcolor4f;
11942 rsurface.passcolor4f_vertexbuffer = 0;
11943 rsurface.passcolor4f_bufferoffset = 0;
11946 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11953 if (rsurface.passcolor4f)
11955 // generate color arrays
11956 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11958 f = RSurf_FogVertex(v);
11967 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11969 f = RSurf_FogVertex(v);
11976 rsurface.passcolor4f = rsurface.array_passcolor4f;
11977 rsurface.passcolor4f_vertexbuffer = 0;
11978 rsurface.passcolor4f_bufferoffset = 0;
11981 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11988 if (!rsurface.passcolor4f)
11990 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11992 f = RSurf_FogVertex(v);
11993 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11994 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11995 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11998 rsurface.passcolor4f = rsurface.array_passcolor4f;
11999 rsurface.passcolor4f_vertexbuffer = 0;
12000 rsurface.passcolor4f_bufferoffset = 0;
12003 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12008 if (!rsurface.passcolor4f)
12010 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12017 rsurface.passcolor4f = rsurface.array_passcolor4f;
12018 rsurface.passcolor4f_vertexbuffer = 0;
12019 rsurface.passcolor4f_bufferoffset = 0;
12022 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12027 if (!rsurface.passcolor4f)
12029 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12031 c2[0] = c[0] + r_refdef.scene.ambient;
12032 c2[1] = c[1] + r_refdef.scene.ambient;
12033 c2[2] = c[2] + r_refdef.scene.ambient;
12036 rsurface.passcolor4f = rsurface.array_passcolor4f;
12037 rsurface.passcolor4f_vertexbuffer = 0;
12038 rsurface.passcolor4f_bufferoffset = 0;
12041 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12044 rsurface.passcolor4f = NULL;
12045 rsurface.passcolor4f_vertexbuffer = 0;
12046 rsurface.passcolor4f_bufferoffset = 0;
12047 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12048 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12049 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12050 GL_Color(r, g, b, a);
12051 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12055 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12057 // TODO: optimize applyfog && applycolor case
12058 // just apply fog if necessary, and tint the fog color array if necessary
12059 rsurface.passcolor4f = NULL;
12060 rsurface.passcolor4f_vertexbuffer = 0;
12061 rsurface.passcolor4f_bufferoffset = 0;
12062 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12063 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12064 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12065 GL_Color(r, g, b, a);
12069 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12072 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12073 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12074 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12075 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12076 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12077 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12078 GL_Color(r, g, b, a);
12082 static void RSurf_DrawBatch_GL11_ClampColor(void)
12087 if (!rsurface.passcolor4f)
12089 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12091 c2[0] = bound(0.0f, c1[0], 1.0f);
12092 c2[1] = bound(0.0f, c1[1], 1.0f);
12093 c2[2] = bound(0.0f, c1[2], 1.0f);
12094 c2[3] = bound(0.0f, c1[3], 1.0f);
12098 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12106 vec3_t ambientcolor;
12107 vec3_t diffusecolor;
12111 VectorCopy(rsurface.modellight_lightdir, lightdir);
12112 f = 0.5f * r_refdef.lightmapintensity;
12113 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12114 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12115 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12116 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12117 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12118 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12120 if (VectorLength2(diffusecolor) > 0)
12122 // q3-style directional shading
12123 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12125 if ((f = DotProduct(n, lightdir)) > 0)
12126 VectorMA(ambientcolor, f, diffusecolor, c);
12128 VectorCopy(ambientcolor, c);
12135 rsurface.passcolor4f = rsurface.array_passcolor4f;
12136 rsurface.passcolor4f_vertexbuffer = 0;
12137 rsurface.passcolor4f_bufferoffset = 0;
12138 *applycolor = false;
12142 *r = ambientcolor[0];
12143 *g = ambientcolor[1];
12144 *b = ambientcolor[2];
12145 rsurface.passcolor4f = NULL;
12146 rsurface.passcolor4f_vertexbuffer = 0;
12147 rsurface.passcolor4f_bufferoffset = 0;
12151 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12153 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12154 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12155 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12156 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12157 GL_Color(r, g, b, a);
12161 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12167 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12169 f = 1 - RSurf_FogVertex(v);
12177 void RSurf_SetupDepthAndCulling(void)
12179 // submodels are biased to avoid z-fighting with world surfaces that they
12180 // may be exactly overlapping (avoids z-fighting artifacts on certain
12181 // doors and things in Quake maps)
12182 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12183 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12184 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12185 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12188 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12190 // transparent sky would be ridiculous
12191 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12193 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12194 skyrenderlater = true;
12195 RSurf_SetupDepthAndCulling();
12196 GL_DepthMask(true);
12197 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12198 // skymasking on them, and Quake3 never did sky masking (unlike
12199 // software Quake and software Quake2), so disable the sky masking
12200 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12201 // and skymasking also looks very bad when noclipping outside the
12202 // level, so don't use it then either.
12203 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12205 R_Mesh_ResetTextureState();
12206 if (skyrendermasked)
12208 R_SetupShader_DepthOrShadow();
12209 // depth-only (masking)
12210 GL_ColorMask(0,0,0,0);
12211 // just to make sure that braindead drivers don't draw
12212 // anything despite that colormask...
12213 GL_BlendFunc(GL_ZERO, GL_ONE);
12214 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12215 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12219 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12221 GL_BlendFunc(GL_ONE, GL_ZERO);
12222 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
12223 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12224 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12227 if (skyrendermasked)
12228 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12230 R_Mesh_ResetTextureState();
12231 GL_Color(1, 1, 1, 1);
12234 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12235 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12236 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12238 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12242 // render screenspace normalmap to texture
12243 GL_DepthMask(true);
12244 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12249 // bind lightmap texture
12251 // water/refraction/reflection/camera surfaces have to be handled specially
12252 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12254 int start, end, startplaneindex;
12255 for (start = 0;start < texturenumsurfaces;start = end)
12257 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12258 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12260 // now that we have a batch using the same planeindex, render it
12261 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12263 // render water or distortion background
12264 GL_DepthMask(true);
12265 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12267 // blend surface on top
12268 GL_DepthMask(false);
12269 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12272 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12274 // render surface with reflection texture as input
12275 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12276 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12283 // render surface batch normally
12284 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12285 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12289 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12291 // OpenGL 1.3 path - anything not completely ancient
12292 qboolean applycolor;
12295 const texturelayer_t *layer;
12296 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12297 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12299 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12302 int layertexrgbscale;
12303 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12305 if (layerindex == 0)
12306 GL_AlphaTest(true);
12309 GL_AlphaTest(false);
12310 GL_DepthFunc(GL_EQUAL);
12313 GL_DepthMask(layer->depthmask && writedepth);
12314 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12315 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12317 layertexrgbscale = 4;
12318 VectorScale(layer->color, 0.25f, layercolor);
12320 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12322 layertexrgbscale = 2;
12323 VectorScale(layer->color, 0.5f, layercolor);
12327 layertexrgbscale = 1;
12328 VectorScale(layer->color, 1.0f, layercolor);
12330 layercolor[3] = layer->color[3];
12331 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12332 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12333 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12334 switch (layer->type)
12336 case TEXTURELAYERTYPE_LITTEXTURE:
12337 // single-pass lightmapped texture with 2x rgbscale
12338 R_Mesh_TexBind(0, r_texture_white);
12339 R_Mesh_TexMatrix(0, NULL);
12340 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12341 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12342 R_Mesh_TexBind(1, layer->texture);
12343 R_Mesh_TexMatrix(1, &layer->texmatrix);
12344 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12345 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12346 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12347 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12348 else if (rsurface.uselightmaptexture)
12349 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12351 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12353 case TEXTURELAYERTYPE_TEXTURE:
12354 // singletexture unlit texture with transparency support
12355 R_Mesh_TexBind(0, layer->texture);
12356 R_Mesh_TexMatrix(0, &layer->texmatrix);
12357 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12358 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12359 R_Mesh_TexBind(1, 0);
12360 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12361 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12363 case TEXTURELAYERTYPE_FOG:
12364 // singletexture fogging
12365 if (layer->texture)
12367 R_Mesh_TexBind(0, layer->texture);
12368 R_Mesh_TexMatrix(0, &layer->texmatrix);
12369 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12370 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12374 R_Mesh_TexBind(0, 0);
12375 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12377 R_Mesh_TexBind(1, 0);
12378 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12379 // generate a color array for the fog pass
12380 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12381 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12385 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12388 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12390 GL_DepthFunc(GL_LEQUAL);
12391 GL_AlphaTest(false);
12395 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12397 // OpenGL 1.1 - crusty old voodoo path
12400 const texturelayer_t *layer;
12401 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12402 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12404 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12406 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12408 if (layerindex == 0)
12409 GL_AlphaTest(true);
12412 GL_AlphaTest(false);
12413 GL_DepthFunc(GL_EQUAL);
12416 GL_DepthMask(layer->depthmask && writedepth);
12417 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12418 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12419 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12420 switch (layer->type)
12422 case TEXTURELAYERTYPE_LITTEXTURE:
12423 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12425 // two-pass lit texture with 2x rgbscale
12426 // first the lightmap pass
12427 R_Mesh_TexBind(0, r_texture_white);
12428 R_Mesh_TexMatrix(0, NULL);
12429 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12430 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12431 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12432 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12433 else if (rsurface.uselightmaptexture)
12434 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12436 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12437 // then apply the texture to it
12438 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12439 R_Mesh_TexBind(0, layer->texture);
12440 R_Mesh_TexMatrix(0, &layer->texmatrix);
12441 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12442 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12443 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
12447 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12448 R_Mesh_TexBind(0, layer->texture);
12449 R_Mesh_TexMatrix(0, &layer->texmatrix);
12450 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12451 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12452 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12453 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12455 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12458 case TEXTURELAYERTYPE_TEXTURE:
12459 // singletexture unlit texture with transparency support
12460 R_Mesh_TexBind(0, layer->texture);
12461 R_Mesh_TexMatrix(0, &layer->texmatrix);
12462 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12463 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12464 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12466 case TEXTURELAYERTYPE_FOG:
12467 // singletexture fogging
12468 if (layer->texture)
12470 R_Mesh_TexBind(0, layer->texture);
12471 R_Mesh_TexMatrix(0, &layer->texmatrix);
12472 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12473 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12477 R_Mesh_TexBind(0, 0);
12478 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12480 // generate a color array for the fog pass
12481 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12482 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12486 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12489 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12491 GL_DepthFunc(GL_LEQUAL);
12492 GL_AlphaTest(false);
12496 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12500 r_vertexgeneric_t *batchvertex;
12503 GL_AlphaTest(false);
12504 R_Mesh_ResetTextureState();
12505 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12507 if(rsurface.texture && rsurface.texture->currentskinframe)
12509 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12510 c[3] *= rsurface.texture->currentalpha;
12520 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12522 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12523 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12524 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12527 // brighten it up (as texture value 127 means "unlit")
12528 c[0] *= 2 * r_refdef.view.colorscale;
12529 c[1] *= 2 * r_refdef.view.colorscale;
12530 c[2] *= 2 * r_refdef.view.colorscale;
12532 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12533 c[3] *= r_wateralpha.value;
12535 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12537 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12538 GL_DepthMask(false);
12540 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12542 GL_BlendFunc(GL_ONE, GL_ONE);
12543 GL_DepthMask(false);
12545 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12547 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12548 GL_DepthMask(false);
12550 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12552 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12553 GL_DepthMask(false);
12557 GL_BlendFunc(GL_ONE, GL_ZERO);
12558 GL_DepthMask(writedepth);
12561 if (r_showsurfaces.integer == 3)
12563 rsurface.passcolor4f = NULL;
12565 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12567 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12569 rsurface.passcolor4f = NULL;
12570 rsurface.passcolor4f_vertexbuffer = 0;
12571 rsurface.passcolor4f_bufferoffset = 0;
12573 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12575 qboolean applycolor = true;
12578 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12580 r_refdef.lightmapintensity = 1;
12581 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12582 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12586 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12588 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12589 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12590 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12593 if(!rsurface.passcolor4f)
12594 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12596 RSurf_DrawBatch_GL11_ApplyAmbient();
12597 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12598 if(r_refdef.fogenabled)
12599 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12600 RSurf_DrawBatch_GL11_ClampColor();
12602 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12603 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12606 else if (!r_refdef.view.showdebug)
12608 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12609 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12610 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12612 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12613 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12615 R_Mesh_PrepareVertices_Generic_Unlock();
12618 else if (r_showsurfaces.integer == 4)
12620 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12621 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12622 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12624 unsigned char c = vi << 3;
12625 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12626 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12628 R_Mesh_PrepareVertices_Generic_Unlock();
12631 else if (r_showsurfaces.integer == 2)
12634 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12635 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12636 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12638 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12639 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12640 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12641 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12642 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12643 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12644 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12646 R_Mesh_PrepareVertices_Generic_Unlock();
12647 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12651 int texturesurfaceindex;
12653 const msurface_t *surface;
12654 unsigned char surfacecolor4ub[4];
12655 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12656 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12658 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12660 surface = texturesurfacelist[texturesurfaceindex];
12661 k = (int)(((size_t)surface) / sizeof(msurface_t));
12662 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12663 for (j = 0;j < surface->num_vertices;j++)
12665 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12666 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12670 R_Mesh_PrepareVertices_Generic_Unlock();
12675 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12678 RSurf_SetupDepthAndCulling();
12679 if (r_showsurfaces.integer)
12681 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12684 switch (vid.renderpath)
12686 case RENDERPATH_GL20:
12687 case RENDERPATH_CGGL:
12688 case RENDERPATH_D3D9:
12689 case RENDERPATH_D3D10:
12690 case RENDERPATH_D3D11:
12691 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12693 case RENDERPATH_GL13:
12694 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12696 case RENDERPATH_GL11:
12697 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12703 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12706 RSurf_SetupDepthAndCulling();
12707 if (r_showsurfaces.integer)
12709 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12712 switch (vid.renderpath)
12714 case RENDERPATH_GL20:
12715 case RENDERPATH_CGGL:
12716 case RENDERPATH_D3D9:
12717 case RENDERPATH_D3D10:
12718 case RENDERPATH_D3D11:
12719 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12721 case RENDERPATH_GL13:
12722 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12724 case RENDERPATH_GL11:
12725 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12731 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12734 int texturenumsurfaces, endsurface;
12735 texture_t *texture;
12736 const msurface_t *surface;
12737 #define MAXBATCH_TRANSPARENTSURFACES 256
12738 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12740 // if the model is static it doesn't matter what value we give for
12741 // wantnormals and wanttangents, so this logic uses only rules applicable
12742 // to a model, knowing that they are meaningless otherwise
12743 if (ent == r_refdef.scene.worldentity)
12744 RSurf_ActiveWorldEntity();
12745 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12746 RSurf_ActiveModelEntity(ent, false, false, false);
12749 switch (vid.renderpath)
12751 case RENDERPATH_GL20:
12752 case RENDERPATH_CGGL:
12753 case RENDERPATH_D3D9:
12754 case RENDERPATH_D3D10:
12755 case RENDERPATH_D3D11:
12756 RSurf_ActiveModelEntity(ent, true, true, false);
12758 case RENDERPATH_GL13:
12759 case RENDERPATH_GL11:
12760 RSurf_ActiveModelEntity(ent, true, false, false);
12765 if (r_transparentdepthmasking.integer)
12767 qboolean setup = false;
12768 for (i = 0;i < numsurfaces;i = j)
12771 surface = rsurface.modelsurfaces + surfacelist[i];
12772 texture = surface->texture;
12773 rsurface.texture = R_GetCurrentTexture(texture);
12774 rsurface.lightmaptexture = NULL;
12775 rsurface.deluxemaptexture = NULL;
12776 rsurface.uselightmaptexture = false;
12777 // scan ahead until we find a different texture
12778 endsurface = min(i + 1024, numsurfaces);
12779 texturenumsurfaces = 0;
12780 texturesurfacelist[texturenumsurfaces++] = surface;
12781 for (;j < endsurface;j++)
12783 surface = rsurface.modelsurfaces + surfacelist[j];
12784 if (texture != surface->texture)
12786 texturesurfacelist[texturenumsurfaces++] = surface;
12788 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12790 // render the range of surfaces as depth
12794 GL_ColorMask(0,0,0,0);
12796 GL_DepthTest(true);
12797 GL_BlendFunc(GL_ONE, GL_ZERO);
12798 GL_DepthMask(true);
12799 GL_AlphaTest(false);
12800 R_Mesh_ResetTextureState();
12801 R_SetupShader_DepthOrShadow();
12803 RSurf_SetupDepthAndCulling();
12804 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12805 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12809 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12812 for (i = 0;i < numsurfaces;i = j)
12815 surface = rsurface.modelsurfaces + surfacelist[i];
12816 texture = surface->texture;
12817 rsurface.texture = R_GetCurrentTexture(texture);
12818 rsurface.lightmaptexture = surface->lightmaptexture;
12819 rsurface.deluxemaptexture = surface->deluxemaptexture;
12820 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12821 // scan ahead until we find a different texture
12822 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12823 texturenumsurfaces = 0;
12824 texturesurfacelist[texturenumsurfaces++] = surface;
12825 for (;j < endsurface;j++)
12827 surface = rsurface.modelsurfaces + surfacelist[j];
12828 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
12830 texturesurfacelist[texturenumsurfaces++] = surface;
12832 // render the range of surfaces
12833 if (ent == r_refdef.scene.worldentity)
12834 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12836 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12838 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12839 GL_AlphaTest(false);
12842 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12844 // transparent surfaces get pushed off into the transparent queue
12845 int surfacelistindex;
12846 const msurface_t *surface;
12847 vec3_t tempcenter, center;
12848 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12850 surface = texturesurfacelist[surfacelistindex];
12851 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12852 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12853 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12854 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12855 if (queueentity->transparent_offset) // transparent offset
12857 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12858 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12859 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12861 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12865 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12867 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12869 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12871 RSurf_SetupDepthAndCulling();
12872 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12873 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12877 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
12879 const entity_render_t *queueentity = r_refdef.scene.worldentity;
12882 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12885 if (!rsurface.texture->currentnumlayers)
12887 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12888 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12890 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12892 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12893 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12894 else if (!rsurface.texture->currentnumlayers)
12896 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12898 // in the deferred case, transparent surfaces were queued during prepass
12899 if (!r_shadow_usingdeferredprepass)
12900 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12904 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12905 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12910 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12913 texture_t *texture;
12914 // break the surface list down into batches by texture and use of lightmapping
12915 for (i = 0;i < numsurfaces;i = j)
12918 // texture is the base texture pointer, rsurface.texture is the
12919 // current frame/skin the texture is directing us to use (for example
12920 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12921 // use skin 1 instead)
12922 texture = surfacelist[i]->texture;
12923 rsurface.texture = R_GetCurrentTexture(texture);
12924 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12925 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12926 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12927 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12929 // if this texture is not the kind we want, skip ahead to the next one
12930 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12934 // simply scan ahead until we find a different texture or lightmap state
12935 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12937 // render the range of surfaces
12938 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12942 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12946 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12949 if (!rsurface.texture->currentnumlayers)
12951 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12952 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12954 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12956 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12957 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12958 else if (!rsurface.texture->currentnumlayers)
12960 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12962 // in the deferred case, transparent surfaces were queued during prepass
12963 if (!r_shadow_usingdeferredprepass)
12964 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12968 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12969 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12974 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12977 texture_t *texture;
12978 // break the surface list down into batches by texture and use of lightmapping
12979 for (i = 0;i < numsurfaces;i = j)
12982 // texture is the base texture pointer, rsurface.texture is the
12983 // current frame/skin the texture is directing us to use (for example
12984 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12985 // use skin 1 instead)
12986 texture = surfacelist[i]->texture;
12987 rsurface.texture = R_GetCurrentTexture(texture);
12988 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12989 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12990 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12991 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12993 // if this texture is not the kind we want, skip ahead to the next one
12994 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12998 // simply scan ahead until we find a different texture or lightmap state
12999 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13001 // render the range of surfaces
13002 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13006 float locboxvertex3f[6*4*3] =
13008 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13009 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13010 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13011 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13012 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13013 1,0,0, 0,0,0, 0,1,0, 1,1,0
13016 unsigned short locboxelements[6*2*3] =
13021 12,13,14, 12,14,15,
13022 16,17,18, 16,18,19,
13026 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13029 cl_locnode_t *loc = (cl_locnode_t *)ent;
13031 float vertex3f[6*4*3];
13033 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13034 GL_DepthMask(false);
13035 GL_DepthRange(0, 1);
13036 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13037 GL_DepthTest(true);
13038 GL_CullFace(GL_NONE);
13039 R_EntityMatrix(&identitymatrix);
13041 R_Mesh_ResetTextureState();
13043 i = surfacelist[0];
13044 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13045 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13046 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13047 surfacelist[0] < 0 ? 0.5f : 0.125f);
13049 if (VectorCompare(loc->mins, loc->maxs))
13051 VectorSet(size, 2, 2, 2);
13052 VectorMA(loc->mins, -0.5f, size, mins);
13056 VectorCopy(loc->mins, mins);
13057 VectorSubtract(loc->maxs, loc->mins, size);
13060 for (i = 0;i < 6*4*3;)
13061 for (j = 0;j < 3;j++, i++)
13062 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13064 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13065 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13066 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13069 void R_DrawLocs(void)
13072 cl_locnode_t *loc, *nearestloc;
13074 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13075 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13077 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13078 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13082 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13084 if (decalsystem->decals)
13085 Mem_Free(decalsystem->decals);
13086 memset(decalsystem, 0, sizeof(*decalsystem));
13089 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
13092 tridecal_t *decals;
13095 // expand or initialize the system
13096 if (decalsystem->maxdecals <= decalsystem->numdecals)
13098 decalsystem_t old = *decalsystem;
13099 qboolean useshortelements;
13100 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13101 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13102 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
13103 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13104 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13105 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13106 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13107 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13108 if (decalsystem->numdecals)
13109 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13111 Mem_Free(old.decals);
13112 for (i = 0;i < decalsystem->maxdecals*3;i++)
13113 decalsystem->element3i[i] = i;
13114 if (useshortelements)
13115 for (i = 0;i < decalsystem->maxdecals*3;i++)
13116 decalsystem->element3s[i] = i;
13119 // grab a decal and search for another free slot for the next one
13120 decals = decalsystem->decals;
13121 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13122 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13124 decalsystem->freedecal = i;
13125 if (decalsystem->numdecals <= i)
13126 decalsystem->numdecals = i + 1;
13128 // initialize the decal
13130 decal->triangleindex = triangleindex;
13131 decal->surfaceindex = surfaceindex;
13132 decal->decalsequence = decalsequence;
13133 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13134 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13135 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13136 decal->color4ub[0][3] = 255;
13137 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13138 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13139 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13140 decal->color4ub[1][3] = 255;
13141 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13142 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13143 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13144 decal->color4ub[2][3] = 255;
13145 decal->vertex3f[0][0] = v0[0];
13146 decal->vertex3f[0][1] = v0[1];
13147 decal->vertex3f[0][2] = v0[2];
13148 decal->vertex3f[1][0] = v1[0];
13149 decal->vertex3f[1][1] = v1[1];
13150 decal->vertex3f[1][2] = v1[2];
13151 decal->vertex3f[2][0] = v2[0];
13152 decal->vertex3f[2][1] = v2[1];
13153 decal->vertex3f[2][2] = v2[2];
13154 decal->texcoord2f[0][0] = t0[0];
13155 decal->texcoord2f[0][1] = t0[1];
13156 decal->texcoord2f[1][0] = t1[0];
13157 decal->texcoord2f[1][1] = t1[1];
13158 decal->texcoord2f[2][0] = t2[0];
13159 decal->texcoord2f[2][1] = t2[1];
13162 extern cvar_t cl_decals_bias;
13163 extern cvar_t cl_decals_models;
13164 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13165 // baseparms, parms, temps
13166 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
13171 const float *vertex3f;
13173 float points[2][9][3];
13180 e = rsurface.modelelement3i + 3*triangleindex;
13182 vertex3f = rsurface.modelvertex3f;
13184 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13186 index = 3*e[cornerindex];
13187 VectorCopy(vertex3f + index, v[cornerindex]);
13190 //TriangleNormal(v[0], v[1], v[2], normal);
13191 //if (DotProduct(normal, localnormal) < 0.0f)
13193 // clip by each of the box planes formed from the projection matrix
13194 // if anything survives, we emit the decal
13195 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
13198 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
13201 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
13204 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
13207 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
13210 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
13213 // some part of the triangle survived, so we have to accept it...
13216 // dynamic always uses the original triangle
13218 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13220 index = 3*e[cornerindex];
13221 VectorCopy(vertex3f + index, v[cornerindex]);
13224 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13226 // convert vertex positions to texcoords
13227 Matrix4x4_Transform(projection, v[cornerindex], temp);
13228 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13229 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13230 // calculate distance fade from the projection origin
13231 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13232 f = bound(0.0f, f, 1.0f);
13233 c[cornerindex][0] = r * f;
13234 c[cornerindex][1] = g * f;
13235 c[cornerindex][2] = b * f;
13236 c[cornerindex][3] = 1.0f;
13237 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13240 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
13242 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13243 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
13245 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
13247 matrix4x4_t projection;
13248 decalsystem_t *decalsystem;
13251 const msurface_t *surface;
13252 const msurface_t *surfaces;
13253 const int *surfacelist;
13254 const texture_t *texture;
13256 int numsurfacelist;
13257 int surfacelistindex;
13260 float localorigin[3];
13261 float localnormal[3];
13262 float localmins[3];
13263 float localmaxs[3];
13266 float planes[6][4];
13269 int bih_triangles_count;
13270 int bih_triangles[256];
13271 int bih_surfaces[256];
13273 decalsystem = &ent->decalsystem;
13274 model = ent->model;
13275 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13277 R_DecalSystem_Reset(&ent->decalsystem);
13281 if (!model->brush.data_nodes && !cl_decals_models.integer)
13283 if (decalsystem->model)
13284 R_DecalSystem_Reset(decalsystem);
13288 if (decalsystem->model != model)
13289 R_DecalSystem_Reset(decalsystem);
13290 decalsystem->model = model;
13292 RSurf_ActiveModelEntity(ent, false, false, false);
13294 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13295 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13296 VectorNormalize(localnormal);
13297 localsize = worldsize*rsurface.inversematrixscale;
13298 localmins[0] = localorigin[0] - localsize;
13299 localmins[1] = localorigin[1] - localsize;
13300 localmins[2] = localorigin[2] - localsize;
13301 localmaxs[0] = localorigin[0] + localsize;
13302 localmaxs[1] = localorigin[1] + localsize;
13303 localmaxs[2] = localorigin[2] + localsize;
13305 //VectorCopy(localnormal, planes[4]);
13306 //VectorVectors(planes[4], planes[2], planes[0]);
13307 AnglesFromVectors(angles, localnormal, NULL, false);
13308 AngleVectors(angles, planes[0], planes[2], planes[4]);
13309 VectorNegate(planes[0], planes[1]);
13310 VectorNegate(planes[2], planes[3]);
13311 VectorNegate(planes[4], planes[5]);
13312 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13313 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13314 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13315 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13316 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13317 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13322 matrix4x4_t forwardprojection;
13323 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13324 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13329 float projectionvector[4][3];
13330 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13331 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13332 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13333 projectionvector[0][0] = planes[0][0] * ilocalsize;
13334 projectionvector[0][1] = planes[1][0] * ilocalsize;
13335 projectionvector[0][2] = planes[2][0] * ilocalsize;
13336 projectionvector[1][0] = planes[0][1] * ilocalsize;
13337 projectionvector[1][1] = planes[1][1] * ilocalsize;
13338 projectionvector[1][2] = planes[2][1] * ilocalsize;
13339 projectionvector[2][0] = planes[0][2] * ilocalsize;
13340 projectionvector[2][1] = planes[1][2] * ilocalsize;
13341 projectionvector[2][2] = planes[2][2] * ilocalsize;
13342 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13343 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13344 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13345 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13349 dynamic = model->surfmesh.isanimated;
13350 numsurfacelist = model->nummodelsurfaces;
13351 surfacelist = model->sortedmodelsurfaces;
13352 surfaces = model->data_surfaces;
13355 bih_triangles_count = -1;
13358 if(model->render_bih.numleafs)
13359 bih = &model->render_bih;
13360 else if(model->collision_bih.numleafs)
13361 bih = &model->collision_bih;
13364 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13365 if(bih_triangles_count == 0)
13367 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13369 if(bih_triangles_count > 0)
13371 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13373 surfaceindex = bih_surfaces[triangleindex];
13374 surface = surfaces + surfaceindex;
13375 texture = surface->texture;
13376 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13378 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13380 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13385 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13387 surfaceindex = surfacelist[surfacelistindex];
13388 surface = surfaces + surfaceindex;
13389 // check cull box first because it rejects more than any other check
13390 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13392 // skip transparent surfaces
13393 texture = surface->texture;
13394 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13396 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13398 numtriangles = surface->num_triangles;
13399 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13400 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13405 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13406 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
13408 int renderentityindex;
13409 float worldmins[3];
13410 float worldmaxs[3];
13411 entity_render_t *ent;
13413 if (!cl_decals_newsystem.integer)
13416 worldmins[0] = worldorigin[0] - worldsize;
13417 worldmins[1] = worldorigin[1] - worldsize;
13418 worldmins[2] = worldorigin[2] - worldsize;
13419 worldmaxs[0] = worldorigin[0] + worldsize;
13420 worldmaxs[1] = worldorigin[1] + worldsize;
13421 worldmaxs[2] = worldorigin[2] + worldsize;
13423 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13425 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13427 ent = r_refdef.scene.entities[renderentityindex];
13428 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13431 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13435 typedef struct r_decalsystem_splatqueue_s
13437 vec3_t worldorigin;
13438 vec3_t worldnormal;
13444 r_decalsystem_splatqueue_t;
13446 int r_decalsystem_numqueued = 0;
13447 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13449 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
13451 r_decalsystem_splatqueue_t *queue;
13453 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13456 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13457 VectorCopy(worldorigin, queue->worldorigin);
13458 VectorCopy(worldnormal, queue->worldnormal);
13459 Vector4Set(queue->color, r, g, b, a);
13460 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13461 queue->worldsize = worldsize;
13462 queue->decalsequence = cl.decalsequence++;
13465 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13468 r_decalsystem_splatqueue_t *queue;
13470 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13471 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
13472 r_decalsystem_numqueued = 0;
13475 extern cvar_t cl_decals_max;
13476 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13479 decalsystem_t *decalsystem = &ent->decalsystem;
13486 if (!decalsystem->numdecals)
13489 if (r_showsurfaces.integer)
13492 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13494 R_DecalSystem_Reset(decalsystem);
13498 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13499 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13501 if (decalsystem->lastupdatetime)
13502 frametime = (cl.time - decalsystem->lastupdatetime);
13505 decalsystem->lastupdatetime = cl.time;
13506 decal = decalsystem->decals;
13507 numdecals = decalsystem->numdecals;
13509 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13511 if (decal->color4ub[0][3])
13513 decal->lived += frametime;
13514 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13516 memset(decal, 0, sizeof(*decal));
13517 if (decalsystem->freedecal > i)
13518 decalsystem->freedecal = i;
13522 decal = decalsystem->decals;
13523 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13526 // collapse the array by shuffling the tail decals into the gaps
13529 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13530 decalsystem->freedecal++;
13531 if (decalsystem->freedecal == numdecals)
13533 decal[decalsystem->freedecal] = decal[--numdecals];
13536 decalsystem->numdecals = numdecals;
13538 if (numdecals <= 0)
13540 // if there are no decals left, reset decalsystem
13541 R_DecalSystem_Reset(decalsystem);
13545 extern skinframe_t *decalskinframe;
13546 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13549 decalsystem_t *decalsystem = &ent->decalsystem;
13558 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13561 numdecals = decalsystem->numdecals;
13565 if (r_showsurfaces.integer)
13568 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13570 R_DecalSystem_Reset(decalsystem);
13574 // if the model is static it doesn't matter what value we give for
13575 // wantnormals and wanttangents, so this logic uses only rules applicable
13576 // to a model, knowing that they are meaningless otherwise
13577 if (ent == r_refdef.scene.worldentity)
13578 RSurf_ActiveWorldEntity();
13580 RSurf_ActiveModelEntity(ent, false, false, false);
13582 decalsystem->lastupdatetime = cl.time;
13583 decal = decalsystem->decals;
13585 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13587 // update vertex positions for animated models
13588 v3f = decalsystem->vertex3f;
13589 c4f = decalsystem->color4f;
13590 t2f = decalsystem->texcoord2f;
13591 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13593 if (!decal->color4ub[0][3])
13596 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13599 // update color values for fading decals
13600 if (decal->lived >= cl_decals_time.value)
13602 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13603 alpha *= (1.0f/255.0f);
13606 alpha = 1.0f/255.0f;
13608 c4f[ 0] = decal->color4ub[0][0] * alpha;
13609 c4f[ 1] = decal->color4ub[0][1] * alpha;
13610 c4f[ 2] = decal->color4ub[0][2] * alpha;
13612 c4f[ 4] = decal->color4ub[1][0] * alpha;
13613 c4f[ 5] = decal->color4ub[1][1] * alpha;
13614 c4f[ 6] = decal->color4ub[1][2] * alpha;
13616 c4f[ 8] = decal->color4ub[2][0] * alpha;
13617 c4f[ 9] = decal->color4ub[2][1] * alpha;
13618 c4f[10] = decal->color4ub[2][2] * alpha;
13621 t2f[0] = decal->texcoord2f[0][0];
13622 t2f[1] = decal->texcoord2f[0][1];
13623 t2f[2] = decal->texcoord2f[1][0];
13624 t2f[3] = decal->texcoord2f[1][1];
13625 t2f[4] = decal->texcoord2f[2][0];
13626 t2f[5] = decal->texcoord2f[2][1];
13628 // update vertex positions for animated models
13629 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13631 e = rsurface.modelelement3i + 3*decal->triangleindex;
13632 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13633 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13634 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13638 VectorCopy(decal->vertex3f[0], v3f);
13639 VectorCopy(decal->vertex3f[1], v3f + 3);
13640 VectorCopy(decal->vertex3f[2], v3f + 6);
13643 if (r_refdef.fogenabled)
13645 alpha = RSurf_FogVertex(v3f);
13646 VectorScale(c4f, alpha, c4f);
13647 alpha = RSurf_FogVertex(v3f + 3);
13648 VectorScale(c4f + 4, alpha, c4f + 4);
13649 alpha = RSurf_FogVertex(v3f + 6);
13650 VectorScale(c4f + 8, alpha, c4f + 8);
13661 r_refdef.stats.drawndecals += numtris;
13663 // now render the decals all at once
13664 // (this assumes they all use one particle font texture!)
13665 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
13666 R_Mesh_ResetTextureState();
13667 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13668 GL_DepthMask(false);
13669 GL_DepthRange(0, 1);
13670 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13671 GL_DepthTest(true);
13672 GL_CullFace(GL_NONE);
13673 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13674 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13675 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13679 static void R_DrawModelDecals(void)
13683 // fade faster when there are too many decals
13684 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13685 for (i = 0;i < r_refdef.scene.numentities;i++)
13686 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13688 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13689 for (i = 0;i < r_refdef.scene.numentities;i++)
13690 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13691 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13693 R_DecalSystem_ApplySplatEntitiesQueue();
13695 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13696 for (i = 0;i < r_refdef.scene.numentities;i++)
13697 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13699 r_refdef.stats.totaldecals += numdecals;
13701 if (r_showsurfaces.integer)
13704 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13706 for (i = 0;i < r_refdef.scene.numentities;i++)
13708 if (!r_refdef.viewcache.entityvisible[i])
13710 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13711 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13715 extern cvar_t mod_collision_bih;
13716 void R_DrawDebugModel(void)
13718 entity_render_t *ent = rsurface.entity;
13719 int i, j, k, l, flagsmask;
13720 const msurface_t *surface;
13721 dp_model_t *model = ent->model;
13724 switch(vid.renderpath)
13726 case RENDERPATH_GL11:
13727 case RENDERPATH_GL13:
13728 case RENDERPATH_GL20:
13729 case RENDERPATH_CGGL:
13731 case RENDERPATH_D3D9:
13732 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13734 case RENDERPATH_D3D10:
13735 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13737 case RENDERPATH_D3D11:
13738 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13742 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13744 R_Mesh_ResetTextureState();
13745 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13746 GL_DepthRange(0, 1);
13747 GL_DepthTest(!r_showdisabledepthtest.integer);
13748 GL_DepthMask(false);
13749 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13751 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13755 qboolean cullbox = ent == r_refdef.scene.worldentity;
13756 const q3mbrush_t *brush;
13757 const bih_t *bih = &model->collision_bih;
13758 const bih_leaf_t *bihleaf;
13759 float vertex3f[3][3];
13760 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13762 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13764 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13766 switch (bihleaf->type)
13769 brush = model->brush.data_brushes + bihleaf->itemindex;
13770 if (brush->colbrushf && brush->colbrushf->numtriangles)
13772 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
13773 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
13774 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
13777 case BIH_COLLISIONTRIANGLE:
13778 triangleindex = bihleaf->itemindex;
13779 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13780 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13781 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13782 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
13783 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13784 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13786 case BIH_RENDERTRIANGLE:
13787 triangleindex = bihleaf->itemindex;
13788 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13789 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13790 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13791 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
13792 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13793 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13799 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13801 if (r_showtris.integer || r_shownormals.integer)
13803 if (r_showdisabledepthtest.integer)
13805 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13806 GL_DepthMask(false);
13810 GL_BlendFunc(GL_ONE, GL_ZERO);
13811 GL_DepthMask(true);
13813 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13815 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13817 rsurface.texture = R_GetCurrentTexture(surface->texture);
13818 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13820 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
13821 if (r_showtris.value > 0)
13823 if (!rsurface.texture->currentlayers->depthmask)
13824 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13825 else if (ent == r_refdef.scene.worldentity)
13826 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13828 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13829 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
13830 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13832 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13835 if (r_shownormals.value < 0)
13837 qglBegin(GL_LINES);
13838 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13840 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13841 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13842 qglVertex3f(v[0], v[1], v[2]);
13843 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13844 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13845 qglVertex3f(v[0], v[1], v[2]);
13850 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
13852 qglBegin(GL_LINES);
13853 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13855 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13856 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13857 qglVertex3f(v[0], v[1], v[2]);
13858 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13859 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13860 qglVertex3f(v[0], v[1], v[2]);
13864 qglBegin(GL_LINES);
13865 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13867 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13868 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13869 qglVertex3f(v[0], v[1], v[2]);
13870 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
13871 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13872 qglVertex3f(v[0], v[1], v[2]);
13876 qglBegin(GL_LINES);
13877 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13879 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13880 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13881 qglVertex3f(v[0], v[1], v[2]);
13882 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
13883 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13884 qglVertex3f(v[0], v[1], v[2]);
13891 rsurface.texture = NULL;
13895 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13896 int r_maxsurfacelist = 0;
13897 const msurface_t **r_surfacelist = NULL;
13898 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13900 int i, j, endj, flagsmask;
13901 dp_model_t *model = r_refdef.scene.worldmodel;
13902 msurface_t *surfaces;
13903 unsigned char *update;
13904 int numsurfacelist = 0;
13908 if (r_maxsurfacelist < model->num_surfaces)
13910 r_maxsurfacelist = model->num_surfaces;
13912 Mem_Free((msurface_t**)r_surfacelist);
13913 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13916 RSurf_ActiveWorldEntity();
13918 surfaces = model->data_surfaces;
13919 update = model->brushq1.lightmapupdateflags;
13921 // update light styles on this submodel
13922 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13924 model_brush_lightstyleinfo_t *style;
13925 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13927 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13929 int *list = style->surfacelist;
13930 style->value = r_refdef.scene.lightstylevalue[style->style];
13931 for (j = 0;j < style->numsurfaces;j++)
13932 update[list[j]] = true;
13937 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13941 R_DrawDebugModel();
13942 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13946 rsurface.lightmaptexture = NULL;
13947 rsurface.deluxemaptexture = NULL;
13948 rsurface.uselightmaptexture = false;
13949 rsurface.texture = NULL;
13950 rsurface.rtlight = NULL;
13951 numsurfacelist = 0;
13952 // add visible surfaces to draw list
13953 for (i = 0;i < model->nummodelsurfaces;i++)
13955 j = model->sortedmodelsurfaces[i];
13956 if (r_refdef.viewcache.world_surfacevisible[j])
13957 r_surfacelist[numsurfacelist++] = surfaces + j;
13959 // update lightmaps if needed
13960 if (model->brushq1.firstrender)
13962 model->brushq1.firstrender = false;
13963 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13965 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13969 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13970 if (r_refdef.viewcache.world_surfacevisible[j])
13972 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13974 // don't do anything if there were no surfaces
13975 if (!numsurfacelist)
13977 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13980 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13981 GL_AlphaTest(false);
13983 // add to stats if desired
13984 if (r_speeds.integer && !skysurfaces && !depthonly)
13986 r_refdef.stats.world_surfaces += numsurfacelist;
13987 for (j = 0;j < numsurfacelist;j++)
13988 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13991 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13994 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13996 int i, j, endj, flagsmask;
13997 dp_model_t *model = ent->model;
13998 msurface_t *surfaces;
13999 unsigned char *update;
14000 int numsurfacelist = 0;
14004 if (r_maxsurfacelist < model->num_surfaces)
14006 r_maxsurfacelist = model->num_surfaces;
14008 Mem_Free((msurface_t **)r_surfacelist);
14009 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14012 // if the model is static it doesn't matter what value we give for
14013 // wantnormals and wanttangents, so this logic uses only rules applicable
14014 // to a model, knowing that they are meaningless otherwise
14015 if (ent == r_refdef.scene.worldentity)
14016 RSurf_ActiveWorldEntity();
14017 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14018 RSurf_ActiveModelEntity(ent, false, false, false);
14020 RSurf_ActiveModelEntity(ent, true, true, true);
14021 else if (depthonly)
14023 switch (vid.renderpath)
14025 case RENDERPATH_GL20:
14026 case RENDERPATH_CGGL:
14027 case RENDERPATH_D3D9:
14028 case RENDERPATH_D3D10:
14029 case RENDERPATH_D3D11:
14030 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14032 case RENDERPATH_GL13:
14033 case RENDERPATH_GL11:
14034 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14040 switch (vid.renderpath)
14042 case RENDERPATH_GL20:
14043 case RENDERPATH_CGGL:
14044 case RENDERPATH_D3D9:
14045 case RENDERPATH_D3D10:
14046 case RENDERPATH_D3D11:
14047 RSurf_ActiveModelEntity(ent, true, true, false);
14049 case RENDERPATH_GL13:
14050 case RENDERPATH_GL11:
14051 RSurf_ActiveModelEntity(ent, true, false, false);
14056 surfaces = model->data_surfaces;
14057 update = model->brushq1.lightmapupdateflags;
14059 // update light styles
14060 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14062 model_brush_lightstyleinfo_t *style;
14063 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14065 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14067 int *list = style->surfacelist;
14068 style->value = r_refdef.scene.lightstylevalue[style->style];
14069 for (j = 0;j < style->numsurfaces;j++)
14070 update[list[j]] = true;
14075 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14079 R_DrawDebugModel();
14080 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14084 rsurface.lightmaptexture = NULL;
14085 rsurface.deluxemaptexture = NULL;
14086 rsurface.uselightmaptexture = false;
14087 rsurface.texture = NULL;
14088 rsurface.rtlight = NULL;
14089 numsurfacelist = 0;
14090 // add visible surfaces to draw list
14091 for (i = 0;i < model->nummodelsurfaces;i++)
14092 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14093 // don't do anything if there were no surfaces
14094 if (!numsurfacelist)
14096 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14099 // update lightmaps if needed
14103 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14108 R_BuildLightMap(ent, surfaces + j);
14113 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14115 R_BuildLightMap(ent, surfaces + j);
14116 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14117 GL_AlphaTest(false);
14119 // add to stats if desired
14120 if (r_speeds.integer && !skysurfaces && !depthonly)
14122 r_refdef.stats.entities_surfaces += numsurfacelist;
14123 for (j = 0;j < numsurfacelist;j++)
14124 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14127 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14130 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14132 static texture_t texture;
14133 static msurface_t surface;
14134 const msurface_t *surfacelist = &surface;
14136 // fake enough texture and surface state to render this geometry
14138 texture.update_lastrenderframe = -1; // regenerate this texture
14139 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14140 texture.currentskinframe = skinframe;
14141 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14142 texture.offsetmapping = OFFSETMAPPING_OFF;
14143 texture.offsetscale = 1;
14144 texture.specularscalemod = 1;
14145 texture.specularpowermod = 1;
14147 surface.texture = &texture;
14148 surface.num_triangles = numtriangles;
14149 surface.num_firsttriangle = firsttriangle;
14150 surface.num_vertices = numvertices;
14151 surface.num_firstvertex = firstvertex;
14154 rsurface.texture = R_GetCurrentTexture(surface.texture);
14155 rsurface.lightmaptexture = NULL;
14156 rsurface.deluxemaptexture = NULL;
14157 rsurface.uselightmaptexture = false;
14158 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14161 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14163 static msurface_t surface;
14164 const msurface_t *surfacelist = &surface;
14166 // fake enough texture and surface state to render this geometry
14168 surface.texture = texture;
14169 surface.num_triangles = numtriangles;
14170 surface.num_firsttriangle = firsttriangle;
14171 surface.num_vertices = numvertices;
14172 surface.num_firstvertex = firstvertex;
14175 rsurface.texture = R_GetCurrentTexture(surface.texture);
14176 rsurface.lightmaptexture = NULL;
14177 rsurface.deluxemaptexture = NULL;
14178 rsurface.uselightmaptexture = false;
14179 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);